
Marko Piplica developed core gameplay and audio systems for the IP-2025/waves-of-the-fallen repository over three months, focusing on scalable combat, health, and sound management. He implemented enemy AI, player health, and wave progression using Godot Engine and GDScript, ensuring maintainable code through refactoring and modular design. Marko introduced a robust audio subsystem in C#, integrating directional sound, UI feedback, and configurable settings to enhance player immersion and cross-platform reliability. His work included mobile-friendly content loading, responsive joystick controls, and dynamic resource management, resulting in a stable, extensible codebase that improved both player experience and ongoing development efficiency.

June 2025 (IP-2025/waves-of-the-fallen): Consolidated audio reliability, mobile-friendly content loading, and input responsiveness into a cohesive release. Key outcomes include stable audio playback across background music and game events, new weapon sound effects, configurable sound settings, JSON-based enemy pattern loading for mobile, refined UI navigation, and extended joystick input for smoother player control. These changes enhance player experience, reduce debugging overhead, and improve cross-platform performance.
June 2025 (IP-2025/waves-of-the-fallen): Consolidated audio reliability, mobile-friendly content loading, and input responsiveness into a cohesive release. Key outcomes include stable audio playback across background music and game events, new weapon sound effects, configurable sound settings, JSON-based enemy pattern loading for mobile, refined UI navigation, and extended joystick input for smoother player control. These changes enhance player experience, reduce debugging overhead, and improve cross-platform performance.
May 2025 was anchored by delivering a scalable audio subsystem and strengthening in-game feedback across combat scenarios in IP-2025/waves-of-the-fallen. Key outcomes include a modular Sound System with directional audio, UI integration, and resource-based SoundManager; per-class walking sounds with reliable signaling; and a suite of weapon, hit, and environment sounds that enhance immersion and player responsiveness. Project startup and main scene configuration were stabilized for reliable runs, and code hygiene improvements were implemented to support ongoing audio work.
May 2025 was anchored by delivering a scalable audio subsystem and strengthening in-game feedback across combat scenarios in IP-2025/waves-of-the-fallen. Key outcomes include a modular Sound System with directional audio, UI integration, and resource-based SoundManager; per-class walking sounds with reliable signaling; and a suite of weapon, hit, and environment sounds that enhance immersion and player responsiveness. Project startup and main scene configuration were stabilized for reliable runs, and code hygiene improvements were implemented to support ongoing audio work.
April 2025 monthly summary for IP-2025/waves-of-the-fallen: Delivered two core features with solid technical foundations, stabilized the codebase, and set the stage for rapid balancing iterations. Key outcomes include a playable Combat and Health System and a Wave Timer System with UI updates, plus stability work to resolve a merge regression and folder rename-induced refactors. The work enables faster iteration on gameplay balance and player experience while improving maintainability.
April 2025 monthly summary for IP-2025/waves-of-the-fallen: Delivered two core features with solid technical foundations, stabilized the codebase, and set the stage for rapid balancing iterations. Key outcomes include a playable Combat and Health System and a Wave Timer System with UI updates, plus stability work to resolve a merge regression and folder rename-induced refactors. The work enables faster iteration on gameplay balance and player experience while improving maintainability.
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