
During two months on the Spelprojekt-2-Grupp-3/grupp-3-spelprojekt-2 repository, Harxann developed and refined core gameplay and narrative systems using Unity, C#, and Ink. They built a shipment pickup and interaction system, integrated an Ink-based dialogue system with UI and branching choices, and overhauled the quest and intro UI for improved narrative delivery. Their technical approach emphasized prefab workflows, robust input handling, and event-driven architecture, resulting in maintainable, scalable systems. Harxann also rewrote the text effects pipeline, updated dialogue visuals, and fixed eleven bugs, ensuring stable player experiences and laying a solid foundation for future content and localization.

March 2025 (2025-03) monthly summary for Spelprojekt-2-Grupp-3/grupp-3-spelprojekt-2. Focused on delivering a polished dialogue-driven experience and a scalable text-effects pipeline, while advancing intro storytelling and visual polish. Key deliveries include a Typewriter Enhancement with skip and initial scene icon; a comprehensive Dialogue System Overhaul with a prefab, persistent UI polish, and improved narrative flow; Intro Scene and Branching UI groundwork; updated portraits and visuals for dialogue; and a complete Text Effects System Rewrite with initialization and stability fixes. Implemented several stability and UX fixes (main scene, dialogue pause/cooldown, and text rendering) to ensure a smoother player experience. Business value: clearer narrative delivery, higher player engagement, and a maintainable technical foundation for future branching content and localization. Technologies demonstrated: Unity UI, C#, prefab workflows, scene management, and event-driven architecture.
March 2025 (2025-03) monthly summary for Spelprojekt-2-Grupp-3/grupp-3-spelprojekt-2. Focused on delivering a polished dialogue-driven experience and a scalable text-effects pipeline, while advancing intro storytelling and visual polish. Key deliveries include a Typewriter Enhancement with skip and initial scene icon; a comprehensive Dialogue System Overhaul with a prefab, persistent UI polish, and improved narrative flow; Intro Scene and Branching UI groundwork; updated portraits and visuals for dialogue; and a complete Text Effects System Rewrite with initialization and stability fixes. Implemented several stability and UX fixes (main scene, dialogue pause/cooldown, and text rendering) to ensure a smoother player experience. Business value: clearer narrative delivery, higher player engagement, and a maintainable technical foundation for future branching content and localization. Technologies demonstrated: Unity UI, C#, prefab workflows, scene management, and event-driven architecture.
February 2025 (2025-02) — Spelprojekt-2/Grupp-3/grupp-3-spelprojekt-2 delivered three core features, stabilized core interactions, and strengthened narrative tooling. Key features delivered: Shipment Pickup and Interaction System, enabling core pickup mechanics, mouse-based interaction, and scene integration; Ink-based Dialogue System with UI and Portraits, delivering narrative integration, portraits, names, and progression choices; Quest UI Integration in the Harry Scene, surfacing quests within the scene and updating related interactions. Maintained and improved quality through input refinements (Left Mouse Button for Interact) and script consolidation (merged duplicated scripts). Major bug fixes and stability improvements included: fixed portraits alignment/rendering, resolved mouse manager issues, and stabilized dialogue flow (including fixes around Sigrid/Irma dialogues and dialogue triggers). These efforts improved player experience, reduced maintenance overhead, and prepared the project for future expansion of dialogue and quest content. Technologies demonstrated: Unity C# scripting, Ink narrative integration, UI/UX design for dialogues and portraits, robust input handling, and scene-level integration, with strong version-control discipline.
February 2025 (2025-02) — Spelprojekt-2/Grupp-3/grupp-3-spelprojekt-2 delivered three core features, stabilized core interactions, and strengthened narrative tooling. Key features delivered: Shipment Pickup and Interaction System, enabling core pickup mechanics, mouse-based interaction, and scene integration; Ink-based Dialogue System with UI and Portraits, delivering narrative integration, portraits, names, and progression choices; Quest UI Integration in the Harry Scene, surfacing quests within the scene and updating related interactions. Maintained and improved quality through input refinements (Left Mouse Button for Interact) and script consolidation (merged duplicated scripts). Major bug fixes and stability improvements included: fixed portraits alignment/rendering, resolved mouse manager issues, and stabilized dialogue flow (including fixes around Sigrid/Irma dialogues and dialogue triggers). These efforts improved player experience, reduced maintenance overhead, and prepared the project for future expansion of dialogue and quest content. Technologies demonstrated: Unity C# scripting, Ink narrative integration, UI/UX design for dialogues and portraits, robust input handling, and scene-level integration, with strong version-control discipline.
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