
As the lead programmer of credulous, i was responsible for building the core game play loop and game play systems. Each element was crafted for a particular reason to make the game loop more enjoyable for people.
Game-play Systems
For my role as a lead programmer on the game, i built the systems responsible for the player character and the dynamic enemies.
The player was built with modular player related systems allow for easy access to scripts of code I need to find. These systems were built in a way to respond to a command script allowing me to connect all systems through one central system that can be interacted with from environmental elements and enemies.
I built up AI behaviors using state machines to create fluid game-play that feels responsive, using Unity's A* Path-finding integration. This integration allowed the world to be more dynamic allowing for a better world to be built by our lead level designer.
I also developed such things as destructible environments, object pooling and a tarot card system that grants unique effects based on which card you have. This works in conjunction with the built in level up system I made with an upgrade system i developed.
Some of the key features i built into the game are the weapon combo system that allows for a more engaging combat system, and this system works in tandem with the enemy state machine that uses actions like chasing, retreating, charging for a dynamic feeling combat scenario.

Credulous was our most ambitious project to date. We packed it full of game-play systems and exciting combat. Although we tried our best it is only a demo with a full release coming soon. You can play the demo yourself at this link : https://zillious.itch.io/credulous