Modularity with 'Effects'
The game relied on a lot of modular 'effects': triggered events that could change anything in the game. Because of this modularity, it was easy for me to create new effects, but also remove effects that were not working, or was not used because of feedback from playtesters.
This modularity not only allowed me to implement ideas for effects quickly, it also allowed me to remove effects easily, as nothing was hard-coded into other systems. And this modularity is something I strived for throughout the whole creation process of the project.




