My Bondling - Gooscuit
Bondlings are little pets from another world that humans have quickly adopted. The Gooscuit, a charming mix between a snail and a dog, can be a real handful to care for when young. This project is a collaboration with an art student to bring his dream pet simulation to life, focusing heavily on realistic pet AI and essential care mechanics.
Programming & Technical Magic (My Role)
- Gooscuit AI Logic: Programmed the Bondling's internal state machine for Hunger and Bathroom Needs.
- Gooscuit AI Movement: Implemented realistic movement behaviors (walking, sleeping) for the pet around the house.
- Pick Up Interaction System: Developed the primary interaction system allowing players to pick up toys, feed, and clean up after their Bondling.
- Game Timer: Programmed the core timing mechanics that drive the pet's needs and progression.
Design & Focus (Scope Implementation)
I worked closely with the artist to scope and program his creative vision, focusing on core pet-owner loop mechanics.
- Pet Need States: Ensuring the AI correctly transitions between hunger, fatigue, and bathroom needs.
- Player Agency: Designing the pick-up and interaction system to be intuitive for managing the pet's environment and care.
- Environmental Interaction: Designing systems for opening and closing doors and interacting with the house environment.
Key Features - Treasures Discovered
- Responsive Interaction System: Allows players to easily manage the pet's environment, including picking up toys, food, and cleaning supplies.
- Pet Autonomy: The Gooscuit moves, sleeps, eats, and relieves itself autonomously, ensuring the player must actively respond to its needs.
- Collaboration: A successful programming partnership bringing an artist's unique character design to life in a functional Unreal Engine 5 environment.