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idot

PROFILE

Idot

Worked on AztecGameLab/LongTermGame9, building foundational 2D game systems in Unity over two months. Developed a dedicated Eugene.unity workspace scene to standardize prototyping and streamline iteration, then implemented a physics-enabled player controller with ground collision, A/D/Space input, and a moving square mechanic for early gameplay validation. Expanded the prototype with a test boss for collision detection and a motivational background. Later, delivered TESTSNAKE boss mechanics featuring collision-based player damage, visual hit indicators, and a non-blocking hittable obstacle. All features were implemented using C# scripting, Unity scene management, and 2D physics, with clear commit traceability and iterative prototyping.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

5Total
Bugs
0
Commits
5
Features
3
Lines of code
2,410
Activity Months2

Work History

April 2025

2 Commits • 1 Features

Apr 1, 2025

April 2025 - AztecGameLab/LongTermGame9: Delivered TESTSNAKE Boss Mechanics focusing on enhancing boss encounters and feedback. Features include a TESTSNAKE boss with collision-based damage to the player, enhanced hit-detection, and a hittable obstacle that doesn't block player movement, plus visual hit indicators for clarity. Core balance work: velocity and damage adjustments and a dedicated trigger for getting hit to enable responsive feedback during combat. All changes are anchored in two commits for traceability: 32261de2c885729ac57bdd0cb4438da5fa2d9134 (Velocity and Damage adjustments) and 7895eee2c9f3e595533509878c74b0bb6787ddf4 (Added a trigger for getting hit).

February 2025

3 Commits • 2 Features

Feb 1, 2025

February 2025 — Delivered foundational prototyping infrastructure and core gameplay surface. Established Eugene.workspace: Eugene.unity scene created and set as the primary EditorBuildSettings scene to standardize the workflow for rapid iteration. Implemented a physics-enabled Player Movement Prototype with Ground and TESTPLAYER objects, including A/D/Space controls, ground collision testing, a moving square mechanic, a test boss for collision detection, and a motivational background image, enabling repeatable playtesting and early validation of gameplay loops. No explicit bug fixes documented; efforts focused on scaffolding and validation to reduce future integration risk and accelerate feature delivery. Technologies demonstrated include Unity scene management, EditorBuildSettings automation, basic physics, and input handling.

Activity

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Quality Metrics

Correctness86.0%
Maintainability84.0%
Architecture80.0%
Performance80.0%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#UnityUnity SceneUnity YAML

Technical Skills

2D Game Development2D PhysicsC# ScriptingCollision DetectionGame DevelopmentInput HandlingPhysics SimulationPlayer ControllerScene ManagementSprite ManipulationUnityUnity Engine

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

AztecGameLab/LongTermGame9

Feb 2025 Apr 2025
2 Months active

Languages Used

C#UnityUnity SceneUnity YAML

Technical Skills

2D Game Development2D PhysicsC# ScriptingCollision DetectionGame DevelopmentInput Handling