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Manuel Quiñones

PROFILE

Manuel Quiñones

Manuel developed core gameplay systems and tooling for the endlessm/threadbare repository, focusing on scalable architecture and maintainable workflows. He implemented features such as a grappling hook mechanic, robust AI behaviors, and modular combat and dialogue systems using GDScript and Godot Engine. His work included asset integration, animation pipelines, and UI/UX improvements, addressing both player experience and developer efficiency. Manuel refactored legacy components, introduced editor plugins to streamline quest creation, and enhanced state persistence for reliable gameplay. By emphasizing code clarity, asset management, and cross-platform consistency, he delivered a stable foundation that supports rapid iteration and collaborative development across the project.

Overall Statistics

Feature vs Bugs

79%Features

Repository Contributions

364Total
Bugs
38
Commits
364
Features
144
Lines of code
56,995
Activity Months10

Work History

October 2025

54 Commits • 26 Features

Oct 1, 2025

October 2025 focused on stabilizing core traversal and gameplay components, delivering end-to-end polish and maintainable foundations for upcoming features. Key refactors and enhancements improved reliability, performance, and collaboration across Endless Threadbare: core pathfinding refinements, robust movement behaviors, end-to-end Grappling Hook/Void level integration, and targeted UI/maintainability improvements that streamline future feature work and contributor onboarding.

September 2025

25 Commits • 10 Features

Sep 1, 2025

September 2025 delivered a robust Grappling Hook system end-to-end with UI, camera integration, and a modernized animation pipeline, complemented by targeted UI improvements, asset hygiene, and stability fixes. The work enhances gameplay fidelity, designer flexibility, and engineering stability, enabling faster iteration for future levels and features.

August 2025

14 Commits • 5 Features

Aug 1, 2025

August 2025 monthly summary for endlessm/threadbare: Delivered a set of gameplay polish, UI/UX improvements, and foundational project tooling, resulting in a more robust, scalable, and visually consistent product. Key work spanned improvements to startup flow and Editor integration, pixel-art rendering enhancements, broader aspect-ratio support for full-screen layouts, new world assets including a cat NPC and a tileset with a test scene, and notable project organization refinements to support collaboration. These changes provide business value by delivering a smoother player experience, improved device compatibility, easier maintenance, and faster onboarding for new contributors.

July 2025

23 Commits • 4 Features

Jul 1, 2025

July 2025 (2025-07) monthly summary for endlessm/threadbare. Focused on delivering gameplay polish, architecture modernization, and editor/npc workflow improvements, while stabilizing the codebase with targeted fixes across assets, interaction systems, and tooling.

June 2025

13 Commits • 6 Features

Jun 1, 2025

June 2025 highlights for Endless Threadbare (endlessm/threadbare). Delivered feature-driven updates across gameplay visuals, AI reliability, editor tooling, and UI quality. Key outcomes include: introduced guard visual differentiation with Storyvore variants and colors to enhance stealth decision-making; refactored and hardened the guard system for sprite handling, animation timing, and signal-based detection to improve responsiveness and stability; shipped StoryQuests Editor plugin to automate quest creation and reduce authoring time; added video settings fullscreen toggle with persistence across sessions via the Settings system and display server integration; implemented a FixedSizeLabel workaround to address upstream Godot bug, ensuring correct panel sizing and label fitting. These changes improve player clarity, reduce runtime issues, accelerate content creation, and strengthen the product's maintainability and scalability.

May 2025

119 Commits • 48 Features

May 1, 2025

May 2025: End-to-end feature delivery and stability improvements across endlessm/threadbare with a focus on refactor, template-driven assets, and robust state management. Key features delivered include: - Fill game system refactor and cleanup: migrating game components to game_elements and game_logic, updating startup behavior, and cleaning up obsolete scripts (commits f6967d70d9..., 9056ea95e9..., e82bfe8a87..., eeab0be9e4..., ee3d87834f..., 2dba80144d0d...). - Player template updates: moving to template quest, removing separation line in assets, and removing attack 2 animation (commits 9747c712..., 0d95099b6..., b26c1a7c82...). - Stealth template and stealth game updates: rename scene and group guards (ac73c86e..., 8d95eda6...). - NPC/animation, combat template, and lore cleanup: rename NPC animation to idle; add combat template; remove lore combat example (a9534906..., 999e30e7..., 099592d9...). - Scene Transition System improvements: add reload with transition and streamline transitions (d72af846..., 9d17fbe9...). - Stealth game logic improvements and template-driven asset changes: group-referenced guards, viewport camera, consolidated join logic (b2fbb4ad..., 45ade294..., 18bc3c5c...). - Visual/assets enhancements: Tree assets with animated sprites, random frames, color variants, and shader/component restructuring; music puzzle template; pre-commit configuration; bush asset modernization; ink/FX/palette refinements (cb01cfeb..., a07b66ac..., d403b442..., 70c0b8d2..., 861c955b..., 71fc3b66..., c4affe79..., 13212916..., 2ba4bc53...). - Gameplay content enhancements: Lore fill game color variations; game elements defaults; world sprites; StoryWeaver assets; player defeats/defense UX improvements; persistent quest/scene state; and additional template-driven gameplay elements (1e... up to 889... commits listed). - Music/FX and asset workflows: Animations at 10 FPS; projectile FX templates; UID path migration; storyweaver renames and color variants; projectile sprites and template integration (733d6f97..., 08765695..., dcb07255..., 52ddd70c..., ad30cd21..., cf9d2edb...). Major bug fixes include: Fill game: Fix FillingBarrel hitbox collision layer; Tileset: Fix water tile collisions; Dialogues: Fix formatting errors; Storybook: Fix template first scene; GameState: Do not persist if not started from main scene; and revert unintended game element changes (df... and 78fd50e2...). Overall impact: Strengthened code modularity and asset pipelines, enabling faster iteration, more consistent gameplay experiences, and robust state persistence across sessions. This lays groundwork for upcoming content and reduces future maintenance overhead. Technologies/skills demonstrated: Modular refactoring (game_elements, game_logic), template-driven asset workflow, AnimatedSprite2D usage, UID path asset management, scene transition optimization, rigorous pre-commit hygiene, and advanced Godot-based gameplay systems.

April 2025

90 Commits • 37 Features

Apr 1, 2025

April 2025 monthly summary for Endlessm/threadbare: Delivered major gameplay and UX improvements across ink combat, player core systems, and minigame integration; stabilized scene/input handling and UI, and advanced storytelling interactions. Strengthened technical foundations, improved stability, and expanded content workflows to support ongoing feature delivery and quality improvements.

March 2025

19 Commits • 6 Features

Mar 1, 2025

March 2025 — Built the foundation for EndlessM/Threadbare and established core gameplay loops to enable rapid iteration. Delivered foundational project setup, asset integration, player mechanics, dialogue/interactions, and combat prototypes, enabling scalable world-building and early player feedback. These efforts create a reusable architecture across features, shorten cycle times for new content, and improve onboarding for new team members.

November 2024

6 Commits • 1 Features

Nov 1, 2024

Month: 2024-11 — Path-to-the-throne (GameNova-Studio). Focused on stability, data integrity, and maintainability. Key outcomes include a cleaner repository, more reliable save/scene handling, and corrected gameplay data in level 1. Overall impact: reduced risk of regressions, faster iteration for content creators, and improved experience for players during tutorials and level interactions. Key achievements: - Cleaned repository hygiene by removing unnecessary .tmp files (commit 8925142695d5c55f0b8ecd09e1433cc0473c7ce3). - Fixed tutorial navigation by correcting scene path/filename in dialogue bubble for 'Creating a basic level' (commit ee4318f8ff6c0e682f148af51dcbdf0ecc3948c6). - Stabilized editor save workflow by pausing animations during save to prevent frame_progress drift (commit c913667e2c76e05a4d7ac42a3575ed3f48587931). - Corrected item type classification for Items 4-6 to mushrooms in level 1 (commit fc1fa81b4fa8c74158c5dcedb0a5338595d8774c). - Rock collision cleanup: removed unused collision shapes and fixed collision layering to avoid unintended interactions while preserving rock collisions (commits 52111b1c123771ebf01a481f585c9167a5ffa074 and 860ea39197174de56591b31780b5ca5cf00be71f). Technologies/skills demonstrated: - Debugging and problem diagnosis across scene management, animation lifecycle, and collision systems. - Version control discipline with focused, multi-area commits and multilingual commit messages. - Emphasis on maintainability and onboarding through repo hygiene and clean data handling. - Understanding of level metadata and gameplay data pipelines to ensure accurate item classifications and interactions.

October 2024

1 Commits • 1 Features

Oct 1, 2024

October 2024 delivered a repository hygiene enhancement by standardizing line endings across the codebase in GameNova-Studio/path-to-the-throne, introducing a .gitattributes file to ensure cross-platform consistency and maintainability. No major bugs were reported this month. Impact: reduced merge conflicts and diff noise due to inconsistent line endings; establishes a solid baseline for future consistency and automation. Technologies/skills demonstrated include Git workflows, .gitattributes usage, cross-platform development, and proactive codebase hygiene.

Activity

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Quality Metrics

Correctness90.6%
Maintainability91.6%
Architecture89.0%
Performance87.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

ASEpriteAsepriteAudioBinaryCSharpDialogueGDSCRIPTGDScriptGLSLGit Attributes

Technical Skills

2D Animation2D Art2D Game Design2D Game Development2D Graphics3D ModelingAI BehaviorAI/Behavior TreesAnimationAnimation HandlingAnimation IntegrationAnimation ManagementAnimation SystemAnimation SystemsAspect Ratio Handling

Repositories Contributed To

2 repos

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

endlessm/threadbare

Mar 2025 Oct 2025
8 Months active

Languages Used

CSharpGDScriptINISVGXMLAudioBinaryDialogue

Technical Skills

2D Game DevelopmentAnimationAnimation SystemAsset IntegrationC#Character Controller

GameNova-Studio/path-to-the-throne

Oct 2024 Nov 2024
2 Months active

Languages Used

Git AttributesGDScript

Technical Skills

Configuration ManagementVersion ControlCode CleanupFile ManagementGame DevelopmentGodot Engine

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