
Jacob Welch developed a series of interactive game features and system enhancements for the EanDodge/Software-Engineering-Delta repository over three months, focusing on gameplay depth and user experience. He engineered complex boss encounters, including multi-attack mechanics and dynamic health states, and introduced physics-driven sailing systems with wind-based movement. Using JavaScript, HTML, and the Canvas API, Jacob implemented collision detection, asset integration, and test-driven development to ensure reliability. His work included UX improvements such as integrated game over flows and economic balance adjustments, while also addressing critical bugs and refactoring core mechanics, demonstrating a thorough and iterative approach to front-end game development.

December 2024: Delivered a coordinated set of gameplay, UX, and balance improvements for EanDodge/Software-Engineering-Delta, driving stronger engagement and smoother gameplay. Key features include an interactive Sailing Tutorial with new physics assets and navigation, a Cortana boss fight with health bar and end-level progression, and expanded game progression with randomized level transitions. UX was improved with a more integrated Game Over flow, reducing perceived latency, and visual/audio polish was added across projectiles and bosses. Economic tuning and balance adjustments improved progression pacing and rewards. Fixed critical bugs to ensure correct boss identification and eliminate stray sailing autocorrect logic, stabilizing the core loop. Note: This month also included a refactor of boss fight visuals and mechanics, and the introduction of a local-coin reward model at game end to improve user retention and monetization signals.
December 2024: Delivered a coordinated set of gameplay, UX, and balance improvements for EanDodge/Software-Engineering-Delta, driving stronger engagement and smoother gameplay. Key features include an interactive Sailing Tutorial with new physics assets and navigation, a Cortana boss fight with health bar and end-level progression, and expanded game progression with randomized level transitions. UX was improved with a more integrated Game Over flow, reducing perceived latency, and visual/audio polish was added across projectiles and bosses. Economic tuning and balance adjustments improved progression pacing and rewards. Fixed critical bugs to ensure correct boss identification and eliminate stray sailing autocorrect logic, stabilizing the core loop. Note: This month also included a refactor of boss fight visuals and mechanics, and the introduction of a local-coin reward model at game end to improve user retention and monetization signals.
2024-11 Monthly Summary for EanDodge/Software-Engineering-Delta: Key features delivered, major bugs fixed, and overall impact. Delivered three main items: (1) Storm Visual Enhancement for Boss Battle, (2) Wind-Driven Sailing System with Refinements, and (3) Projectile Collision Bug Fix. These changes enhance visual fidelity, gameplay depth, and robustness of combat interactions. Impact includes increased player immersion, more realistic ship mechanics, and improved reliability of combat outcomes, supporting engagement and retention. Technologies/skills demonstrated include advanced visuals, physics-based movement, collision handling, wind physics, and rigorous debugging and code hygiene.
2024-11 Monthly Summary for EanDodge/Software-Engineering-Delta: Key features delivered, major bugs fixed, and overall impact. Delivered three main items: (1) Storm Visual Enhancement for Boss Battle, (2) Wind-Driven Sailing System with Refinements, and (3) Projectile Collision Bug Fix. These changes enhance visual fidelity, gameplay depth, and robustness of combat interactions. Impact includes increased player immersion, more realistic ship mechanics, and improved reliability of combat outcomes, supporting engagement and retention. Technologies/skills demonstrated include advanced visuals, physics-based movement, collision handling, wind physics, and rigorous debugging and code hygiene.
October 2024: Delivered the Kraken Boss Encounter feature for the EanDodge project, introducing a multi-attack boss with spawning minions, ink projectiles, tentacle smashes, and health/damage/death states, accompanied by cohesive visuals. Implemented canvas and player movement adjustments to accommodate the boss, added a dedicated tentacle attack asset, refined enemy rendering, and aligned level design with a currency reward on defeat.
October 2024: Delivered the Kraken Boss Encounter feature for the EanDodge project, introducing a multi-attack boss with spawning minions, ink projectiles, tentacle smashes, and health/damage/death states, accompanied by cohesive visuals. Implemented canvas and player movement adjustments to accommodate the boss, added a dedicated tentacle attack asset, refined enemy rendering, and aligned level design with a currency reward on defeat.
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