BONUS STAGE

The Development Lab. Projects currently in active engineering.

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Phase: Plan Complete → Entering Prototype (SRS, SDD, FlowDoc, and DBDD finalized; Django/DRF backend & Expo client scaffolded)

Hostel Mess Management System (Offline-First)

An offline-first meal attendance and billing platform for university hostel messes — operates seamlessly without internet and synchronizes when connectivity returns.

DjangoDjango REST FrameworkPostgreSQLReactReact NativeExpoTypeScriptPython

What it is

Tracks daily meal attendance, rebates, and monthly billing across hostel messes with role-based workflows for Student, Mess Manager, Hostel Clerk, and Super Admin. Mobile clients persist operations locally first with offline storage and synchronize deltas with a central Django REST Framework + PostgreSQL backend.

Architecture Highlights

  • Spec-first engineering workflow: complete Software Requirements Specification (SRS), Software Design Document (SDD), Flow Document (FlowDoc), and Database Design Document (DBDD) authored prior to implementation.
  • Decoupled architecture: Django REST Framework backend with PostgreSQL, paired with a React Web dashboard and React Native (Expo) cross-platform mobile client.
  • Offline-first local storage engine designed for zero-latency mess counter check-ins during campus Wi-Fi outages with delta synchronization.

Done So Far

  • Completed SRS, SDD, FlowDoc, and DBDD technical specifications.
  • Scaffolded Django REST Framework backend schemas and React / React Native client projects.

Current Focus

Implementing offline delta sync queue and role-based API authentication.

Next Milestone

First vertical slice: offline meal attendance check-in on mobile syncing to the central DRF + PostgreSQL backend.

Recent Dev Log

  • 2026-09Scaffolded Django REST Framework backend with PostgreSQL and React Native (Expo) mobile client structure.
  • 2026-08Finalized Database Design Document (DBDD) and offline delta synchronization state flows (FlowDoc).
  • 2026-07Completed SRS and SDD defining Student, Mess Manager, Hostel Clerk, and Super Admin RBAC boundaries.
Phase: Prototype (Milestone 2: UI/UX & Core-Loop Polish)

Siege Front

Generate battle energy, deploy specialized counter-troops down a single lane, and break the enemy cave in a mobile-first 2D auto-battler.

UnityC#ScriptableObjectsEventBusNew Input SystemObjectPool<T>

What it is

A tactical 2D single-lane tug-of-war auto-battler built in Unity. Passive battle energy regenerates over time and is spent to deploy troops that march and fight autonomously. A rock-paper-scissors armor and damage-type matrix forces players to read and counter incoming enemy waves to destroy the enemy cave and survive boss encounters.

Architecture Highlights

  • Data-driven ScriptableObject blueprints for troop definitions and base stats, paired with a runtime dynamic stat-modifier pipeline.
  • Generic ObjectPool<T> managing high-frequency unit spawning, recycling, and projectile lifecycles without runtime GC spikes.
  • Pure C# state machines (including 4 completed boss state machines) communicating with UI and audio through a decoupled EventBus.

Done So Far

  • Completed core entity architecture refactor and dynamic stat-modifier system.
  • Implemented and verified 4 distinct pure-C# boss state machines and lane combat detection.

Current Focus

Scene assembly, unit prefab configuration, and battle HUD integration (regenerating energy bar, troop deployment buttons, and unit health bars).

Next Milestone

End-to-end playable Wave 1 loop with HUD energy spending, pooled unit deployment, and cave destruction win/loss state.

Recent Dev Log

  • 2026-09Entered Milestone 2: wiring battle HUD (energy regeneration bar, troop spawn buttons, and floating health bars).
  • 2026-08Completed pure-C# state machines for all four boss encounters and generic ObjectPool<T> integration.
  • 2026-07Refactored core combat entities around ScriptableObject stat blueprints and dynamic stat modifiers.

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