
Linus Lind developed core gameplay and combat systems for the evertandersson/DegreeProjectREAL repository, focusing on movement, AI, and player progression. Over two months, he engineered features such as double jump, dash, and a data-driven mana and stamina system using Unreal Engine C++ and Blueprints. He integrated the Gameplay Ability System (GAS) for scalable ability management and implemented robust UI frameworks for stats, progression, and game state feedback. His work included AI navigation, combat logic, and audio-visual polish, addressing both player experience and technical stability. Through iterative bug fixing and code refactoring, Linus delivered maintainable, extensible systems supporting future development.

April 2025 — DegreeProjectREAL (evertandersson/DegreeProjectREAL) delivered core combat system improvements, AI reliability, progression features, and UX/performance polish. The month focused on delivering end-to-end combat capabilities, refining AI behavior, and enhancing the player experience through progression options and UI/audio polish. Key accomplishments include: - Implemented GA_Damage ability, enabling the core combat mechanic and enabling further balance work. - End-to-end combat flow: Player can deal damage to AI; enemies can kill the player; AttackNotify mechanics trigger damage on animation events, improving reliability and feedback. - AI health behavior refinements: AI HP now faces the player and a distance-based damage eligibility check for simpler, performant balance. - Navigation and spawn reliability: NavMesh updates and spawner fixes improved AI pathing, spawn reliability, and overall gameplay flow. - Progression and unlocks: Unlock system enhancements (Jump unlock, unlockable abilities, and related skill fixes) enable meaningful progression. - Visual and physical realism: Ragdoll activation and game over UI/animation enhancements improve immersion and feedback. - UX/UI and audio/visual polish: Graphics options, UI polish (pause/game over UI, main menu animations, hover/click animations), and comprehensive audio updates (sound effects across grappling, combat rolls, and general assets) were implemented. - Performance and maintenance: Map rendering optimization and general code cleanup/bug fixes contributed to stability and frame-rate improvements. Impact: These changes drive higher player engagement through responsive combat, clearer progression, and a more polished player experience, while reducing edge-case bugs and increasing AI reliability and performance.
April 2025 — DegreeProjectREAL (evertandersson/DegreeProjectREAL) delivered core combat system improvements, AI reliability, progression features, and UX/performance polish. The month focused on delivering end-to-end combat capabilities, refining AI behavior, and enhancing the player experience through progression options and UI/audio polish. Key accomplishments include: - Implemented GA_Damage ability, enabling the core combat mechanic and enabling further balance work. - End-to-end combat flow: Player can deal damage to AI; enemies can kill the player; AttackNotify mechanics trigger damage on animation events, improving reliability and feedback. - AI health behavior refinements: AI HP now faces the player and a distance-based damage eligibility check for simpler, performant balance. - Navigation and spawn reliability: NavMesh updates and spawner fixes improved AI pathing, spawn reliability, and overall gameplay flow. - Progression and unlocks: Unlock system enhancements (Jump unlock, unlockable abilities, and related skill fixes) enable meaningful progression. - Visual and physical realism: Ragdoll activation and game over UI/animation enhancements improve immersion and feedback. - UX/UI and audio/visual polish: Graphics options, UI polish (pause/game over UI, main menu animations, hover/click animations), and comprehensive audio updates (sound effects across grappling, combat rolls, and general assets) were implemented. - Performance and maintenance: Map rendering optimization and general code cleanup/bug fixes contributed to stability and frame-rate improvements. Impact: These changes drive higher player engagement through responsive combat, clearer progression, and a more polished player experience, while reducing edge-case bugs and increasing AI reliability and performance.
March 2025 monthly summary for evertandersson/DegreeProjectREAL focusing on business value and technical achievements. Delivered core movement enhancements, stable UI, and scalable gameplay systems; established data-driven player stats and mana/stamina ecosystems to support ongoing feature work and monetization of gameplay loops. Key features delivered: - Character Movement Core Enhancements: double jump, dash using GAS, and related cpp/h and blueprint refinements. Notable commits: updates to DegreeProjectCharacter.cpp/.h and dash/double-jump work. - Motion/Animation alignment: Manny animation asset update to match movement changes. - Dashing behavior improvements: increased responsiveness, reduced sliding, and removal of insta-stop. - Pause Menu system: implemented pause functionality with crash fixes and usability improvements. - Mana/Stamina systems: core logic, regen, and UI; mana costs for attack combos, grappling hook, and dash spend. - UI and progression: progress bar effects and stability improvements; game-wide UI hooks for mana/stamina and stats. - Player stats and level-up: starting stats, updater, and level-up refresh logic. - Damage and death flow: reusable GE_Damage helper, take-damage UI popup, and Game Over UI. - Visual polish: texture resolution reduced from 4k to 1024; AI skin update. - Misc stability and data integrity: lost progress fix; critical errors and mismatches addressed; general push improvements and non-functional commits reviewed. Major bugs fixed: - Resolved lost progress risk and several runtime errors; corrected critical error; addressed UI crash in pause flow; fixed black bar UI issue; addressed various mismatches and ongoing bug patterns. Overall impact and accomplishments: - Significantly enhanced core gameplay feel with reliable dash, double-jump, and GAS integration, enabling richer movement-driven gameplay. - Delivered a robust pause and UI framework, improved game stability, and data-driven systems for player stats and resources, setting groundwork for future progression features. - Improved reliability and user experience with crash fixes and UI polish, reducing downtime and support risk. Technologies/skills demonstrated: - Unreal Engine C++ and Blueprint integration, Gameplay Ability System (GAS), animation tooling (Manny), and UI work. - Data-driven design for stats, mana, stamina, and level-up systems; scalable architecture for ongoing feature delivery. - Rigorous issue tracking and incremental commits to deliver value with clear traceability.
March 2025 monthly summary for evertandersson/DegreeProjectREAL focusing on business value and technical achievements. Delivered core movement enhancements, stable UI, and scalable gameplay systems; established data-driven player stats and mana/stamina ecosystems to support ongoing feature work and monetization of gameplay loops. Key features delivered: - Character Movement Core Enhancements: double jump, dash using GAS, and related cpp/h and blueprint refinements. Notable commits: updates to DegreeProjectCharacter.cpp/.h and dash/double-jump work. - Motion/Animation alignment: Manny animation asset update to match movement changes. - Dashing behavior improvements: increased responsiveness, reduced sliding, and removal of insta-stop. - Pause Menu system: implemented pause functionality with crash fixes and usability improvements. - Mana/Stamina systems: core logic, regen, and UI; mana costs for attack combos, grappling hook, and dash spend. - UI and progression: progress bar effects and stability improvements; game-wide UI hooks for mana/stamina and stats. - Player stats and level-up: starting stats, updater, and level-up refresh logic. - Damage and death flow: reusable GE_Damage helper, take-damage UI popup, and Game Over UI. - Visual polish: texture resolution reduced from 4k to 1024; AI skin update. - Misc stability and data integrity: lost progress fix; critical errors and mismatches addressed; general push improvements and non-functional commits reviewed. Major bugs fixed: - Resolved lost progress risk and several runtime errors; corrected critical error; addressed UI crash in pause flow; fixed black bar UI issue; addressed various mismatches and ongoing bug patterns. Overall impact and accomplishments: - Significantly enhanced core gameplay feel with reliable dash, double-jump, and GAS integration, enabling richer movement-driven gameplay. - Delivered a robust pause and UI framework, improved game stability, and data-driven systems for player stats and resources, setting groundwork for future progression features. - Improved reliability and user experience with crash fixes and UI polish, reducing downtime and support risk. Technologies/skills demonstrated: - Unreal Engine C++ and Blueprint integration, Gameplay Ability System (GAS), animation tooling (Manny), and UI work. - Data-driven design for stats, mana, stamina, and level-up systems; scalable architecture for ongoing feature delivery. - Rigorous issue tracking and incremental commits to deliver value with clear traceability.
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