
Worked on the ByHookOrByCrook repository, delivering two gameplay features that enhanced combat depth and improved user interface clarity. Developed the Bullet Blue Whale passive item using C# and Unity, introducing new prefabs and scripts to dynamically scale weapon sizes across the player’s inventory. Added the Piranha passive item, implementing distance-based projectile damage logic and integrating new assets. Refactored UI elements and introduced a Boss Canvas prefab to improve combat readability and project organization. Focused on maintainable, object-oriented code and clear commit practices, demonstrating skills in C# scripting, Unity prefab workflows, and UI development without addressing bug fixes during this period.
October 2024 monthly summary for julianjriley/ByHookOrByCrook. Delivered two gameplay-enhancing features and a UI refactor that together deepen combat depth, improve UI clarity, and strengthen project structure. Key features delivered: - Bullet Blue Whale passive item: new prefab, script, and assets; scales weapon sizes across the inventory with updated weapon scaling logic. Commit: e1673f2cf6a9acd69156595ca6260e600a8d16ff - Piranha passive item with distance-based projectile damage; added Boss Canvas prefab; refactored UI for better organization and combat readability. Commit: cce051d1e9a48e920cfbe80e91011f4872a1f0a6 Overall impact: - Enriched combat mechanics with dynamic weapon scaling and distance-based damage. - Improved UI structure, boss encounter presentation, and asset/prefab organization. - Strengthened maintainability and collaboration through clear commits and iteration notes. Technologies/skills demonstrated: - Unity prefab-based feature development, scripting for gameplay systems, asset integration, and UI refactoring; code organization and iteration hygiene.
October 2024 monthly summary for julianjriley/ByHookOrByCrook. Delivered two gameplay-enhancing features and a UI refactor that together deepen combat depth, improve UI clarity, and strengthen project structure. Key features delivered: - Bullet Blue Whale passive item: new prefab, script, and assets; scales weapon sizes across the inventory with updated weapon scaling logic. Commit: e1673f2cf6a9acd69156595ca6260e600a8d16ff - Piranha passive item with distance-based projectile damage; added Boss Canvas prefab; refactored UI for better organization and combat readability. Commit: cce051d1e9a48e920cfbe80e91011f4872a1f0a6 Overall impact: - Enriched combat mechanics with dynamic weapon scaling and distance-based damage. - Improved UI structure, boss encounter presentation, and asset/prefab organization. - Strengthened maintainability and collaboration through clear commits and iteration notes. Technologies/skills demonstrated: - Unity prefab-based feature development, scripting for gameplay systems, asset integration, and UI refactoring; code organization and iteration hygiene.

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