- Made in Godot with GDScript, a Unity-like engine with a similar language to C#.
- I was one of two programmers on the project, my focus was on some basic features, the faux-physics/height system, as well as creature behaviour and interactions.
- I devised a modular behaviour system that allows the designer to place single behaviour modules into a tree inside the creature, influencing the creature's actions based on a hierarchy of
orders from the main creature "brain". Behaviours can be put on literally any object and will work, in any configuration, any combination.
- This allowed me to develop a hidden "Blood Transmutation" system that allows the player to take any two options and reconfigure their AI by swapping around modules and conditionals based
on a set of simple constraints. Certain puzzles can be solved by using this system.