
Yifan He developed a melee attack system for the BirdSwarm enemy in the DEADSHOT repository, focusing on enhancing combat realism and balance. Using GDScript and leveraging skills in collision detection and enemy AI, Yifan introduced a centralized Damage class to consolidate damage calculations and implemented logic for distance-based switching between melee and ranged attacks. This approach allowed BirdSwarm to apply damage only within melee range, improving gameplay dynamics. The work included tracking an outstanding UI issue related to melee damage display, which was documented for future resolution. The feature demonstrated thoughtful engineering depth in both system design and maintainability.
October 2025: Implemented BirdSwarm melee attack system and centralized damage handling for the DEADSHOT repo. Introduced a Damage class and distance-based switching between melee and ranged attacks to improve combat realism and balance. Open UI issue: melee damage display not yet visible, tracked for resolution in the next sprint.
October 2025: Implemented BirdSwarm melee attack system and centralized damage handling for the DEADSHOT repo. Introduced a Damage class and distance-based switching between melee and ranged attacks to improve combat realism and balance. Open UI issue: melee damage display not yet visible, tracked for resolution in the next sprint.

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