
Worked on the UQcsse3200/2025-studio-4 repository to enhance the core gameplay loop by implementing a currency drop system for defeated enemies and introducing a scalable difficulty multiplier for enemy spawns and combat stats. Leveraged Java and the Entity Component System architecture to ensure robust handling of enemy defeat events, including proper entity disposal and child spawning logic. Addressed gameplay stability by resolving merge conflicts and aligning unit tests for boss health with intended values. Focused on object-oriented programming principles and unit testing to reduce defect surfaces, improve player engagement, and increase confidence in future game releases through maintainable, testable code.
September 2025 monthly summary for UQcsse3200/2025-studio-4: Focused on stabilizing the core gameplay loop, delivering currency rewards, and introducing scalable enemy difficulty. Key outcomes include robust enemy defeat lifecycle, a new currency drop system, a configurable difficulty multiplier for spawns and combat stats, and stabilized unit tests for boss health. These efforts reduced defect surfaces during defeat events, improved player engagement through rewards and challenge balance, and increased confidence in future releases.
September 2025 monthly summary for UQcsse3200/2025-studio-4: Focused on stabilizing the core gameplay loop, delivering currency rewards, and introducing scalable enemy difficulty. Key outcomes include robust enemy defeat lifecycle, a new currency drop system, a configurable difficulty multiplier for spawns and combat stats, and stabilized unit tests for boss health. These efforts reduced defect surfaces during defeat events, improved player engagement through rewards and challenge balance, and increased confidence in future releases.

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