
Gerald Thomas Duffy McCoy developed core gameplay systems for the MadMan-123/SwashDucklers repository, focusing on modular architecture and maintainable code. Over four months, he delivered features such as a player health display UI, a cannon combat system integrated with inventory management, and a scalable difficulty management framework. Using Unity, C#, and object-oriented design, Gerald implemented state management scaffolding, asset updates for character customization, and robust scripting for scene consistency. His work addressed gameplay feedback, stability, and future extensibility, with targeted bug fixes and refactoring to support ongoing development. The depth of his contributions enabled reliable, scalable, and testable game features.

February 2025 monthly summary for MadMan-123/SwashDucklers focusing on delivering a scalable difficulty feature while stabilizing core state management. The team implemented an initial Difficulty Management System and carried out stabilization work to minimize risk during refactor cycles.
February 2025 monthly summary for MadMan-123/SwashDucklers focusing on delivering a scalable difficulty feature while stabilizing core state management. The team implemented an initial Difficulty Management System and carried out stabilization work to minimize risk during refactor cycles.
December 2024 monthly summary for MadMan-123/SwashDucklers. Focused on delivering a robust cannon-based combat system integrated with inventory management and aligned with player/scene interactions. Delivered end-to-end capabilities for loading, firing, and inventory-tracked ammunition, with a modular CannonManager that underpins cannon-based gameplay. Implemented cross-cutting scene updates and component-level wiring to ensure consistent behavior across objects. Performed targeted stability fixes and script integrations to address edge cases and ensure reliable runtime performance. This work enhances combat fidelity, reduces future integration effort, and demonstrates strong technical execution across Unity C#, modular architecture, and version control.
December 2024 monthly summary for MadMan-123/SwashDucklers. Focused on delivering a robust cannon-based combat system integrated with inventory management and aligned with player/scene interactions. Delivered end-to-end capabilities for loading, firing, and inventory-tracked ammunition, with a modular CannonManager that underpins cannon-based gameplay. Implemented cross-cutting scene updates and component-level wiring to ensure consistent behavior across objects. Performed targeted stability fixes and script integrations to address edge cases and ensure reliable runtime performance. This work enhances combat fidelity, reduces future integration effort, and demonstrates strong technical execution across Unity C#, modular architecture, and version control.
November 2024 — MadMan-123/SwashDucklers delivered core gameplay enhancements, robust state management scaffolding, and asset updates that enable scalable future work, stronger player feedback, and faster iteration cycles. The work this month lays a solid foundation for new content and polish without compromising stability or performance.
November 2024 — MadMan-123/SwashDucklers delivered core gameplay enhancements, robust state management scaffolding, and asset updates that enable scalable future work, stronger player feedback, and faster iteration cycles. The work this month lays a solid foundation for new content and polish without compromising stability or performance.
For 2024-10, the SwashDucklers project delivered the Player Health Display UI, establishing the first foundation for health-related gameplay. The work includes a new HUD element and a health management script to support real-time health updates, enabling future mechanics and richer player feedback. The implementation was committed in MadMan-123/SwashDucklers (ea6715dfd4b4fd637987db50cce303a72ff0b996), demonstrating solid UI integration, maintainability, and adherence to project architecture. This contributes to a more engaging player experience and prepares the ground for future health-driven gameplay loops.
For 2024-10, the SwashDucklers project delivered the Player Health Display UI, establishing the first foundation for health-related gameplay. The work includes a new HUD element and a health management script to support real-time health updates, enabling future mechanics and richer player feedback. The implementation was committed in MadMan-123/SwashDucklers (ea6715dfd4b4fd637987db50cce303a72ff0b996), demonstrating solid UI integration, maintainability, and adherence to project architecture. This contributes to a more engaging player experience and prepares the ground for future health-driven gameplay loops.
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