
Tomie Williams developed core gameplay systems for the UMKC-GDT/Dress-To-Aggress repository, focusing on player movement, combat mechanics, and AI-driven CPU controllers. Over four months, Tomie engineered features such as hitbox-based attacks, health and blocking states, and a responsive character controller using GDScript and Godot Engine. Their work included refining combat timing, implementing a dynamic health UI, and expanding cosmetic customization with stat balancing. Tomie addressed stability through targeted bug fixes and scene management improvements, while also enhancing audio integration and dialogue systems. The result was a robust, maintainable codebase supporting scalable multiplayer, improved player feedback, and streamlined development workflows.

October 2025 performance summary for Dress-To-Aggress. Delivered core CPU gameplay features, UI enhancements, and Codec groundwork; stabilized combat balance and expanded debugging/UX tooling; laid groundwork for future content like Clothing Dictionary. This work improves gameplay quality, player feedback, and project velocity across CPU AI, visuals, and game state management.
October 2025 performance summary for Dress-To-Aggress. Delivered core CPU gameplay features, UI enhancements, and Codec groundwork; stabilized combat balance and expanded debugging/UX tooling; laid groundwork for future content like Clothing Dictionary. This work improves gameplay quality, player feedback, and project velocity across CPU AI, visuals, and game state management.
2025-09 monthly summary for UMKC-GDT/Dress-To-Aggress: Focused on delivering continuous ambient audio, expanding combat mechanics, and stabilizing UI across scenes. Business value includes improved onboarding and longer session engagement, richer gameplay, and reliable UI interactions. Technical achievements include implementing a looping main menu music, delivering a comprehensive crouching system with related input controls and round-transition support, and fixing Dress Up scene UI visibility. Demonstrated skills in audio handling, input mapping, gameplay systems design, UI debugging, and an agile, commit-driven workflow.
2025-09 monthly summary for UMKC-GDT/Dress-To-Aggress: Focused on delivering continuous ambient audio, expanding combat mechanics, and stabilizing UI across scenes. Business value includes improved onboarding and longer session engagement, richer gameplay, and reliable UI interactions. Technical achievements include implementing a looping main menu music, delivering a comprehensive crouching system with related input controls and round-transition support, and fixing Dress Up scene UI visibility. Demonstrated skills in audio handling, input mapping, gameplay systems design, UI debugging, and an agile, commit-driven workflow.
April 2025: Focused on delivering a tighter, more responsive combat experience, clearer fighter UI, and expanded cosmetic options to support player engagement and monetization. Key features shipped include refined combat mechanics with improved hitboxes, timing, kick recovery, and enhanced block/dash interactions, plus round-start UX prompts for a smoother start. A Health UI was introduced (health bars, damage overlay) with scene reorganizations to support the UI. A cosmetics overhaul centralized clothing data, balanced item stats, and expanded cosmetic options. An Escape-to-main-menu navigation feature was added to streamline user flow. A critical stability fix addressed combat timing and attack lag handling to ensure consistent gameplay. Overall, these changes improve player feedback, retention potential, and maintainability while enabling data-driven cosmetic and stat adjustments.
April 2025: Focused on delivering a tighter, more responsive combat experience, clearer fighter UI, and expanded cosmetic options to support player engagement and monetization. Key features shipped include refined combat mechanics with improved hitboxes, timing, kick recovery, and enhanced block/dash interactions, plus round-start UX prompts for a smoother start. A Health UI was introduced (health bars, damage overlay) with scene reorganizations to support the UI. A cosmetics overhaul centralized clothing data, balanced item stats, and expanded cosmetic options. An Escape-to-main-menu navigation feature was added to streamline user flow. A critical stability fix addressed combat timing and attack lag handling to ensure consistent gameplay. Overall, these changes improve player feedback, retention potential, and maintainability while enabling data-driven cosmetic and stat adjustments.
In March 2025, Dress-To-Aggress achieved a major milestone by delivering the core movement and combat framework, introducing a CPU-controller workflow, and establishing multi-controller groundwork. This work provides a playable combat loop, improves AI behavior alignment with animations, and sets the foundation for future multiplayer and rapid iteration. Notable efforts include implementing player movement, attack systems, health states, blocking, kick, die/throw mechanics, and a full CPU controller, alongside a broader refactor to support multiple controllers. Several reliability fixes were applied to stabilise CPU recovery, hitbox alignment, and AI changes, ensuring a solid baseline for upcoming sprints. Business value: faster iteration, more engaging combat, and scalable architecture for future features.
In March 2025, Dress-To-Aggress achieved a major milestone by delivering the core movement and combat framework, introducing a CPU-controller workflow, and establishing multi-controller groundwork. This work provides a playable combat loop, improves AI behavior alignment with animations, and sets the foundation for future multiplayer and rapid iteration. Notable efforts include implementing player movement, attack systems, health states, blocking, kick, die/throw mechanics, and a full CPU controller, alongside a broader refactor to support multiple controllers. Several reliability fixes were applied to stabilise CPU recovery, hitbox alignment, and AI changes, ensuring a solid baseline for upcoming sprints. Business value: faster iteration, more engaging combat, and scalable architecture for future features.
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