Teegan Tulk
5+ Years
1 Year
1 Year
5+ Years
1 Year
5+ Years
5+ Years
2 Years
5+ Years
I also dabble in art, 3d modelling, and animation.
5+ Years
5+ Years
10+ Years
5+ Years
5+ Years
10+ Years
Programmed the Visual Novel
Dialogue System - Catpanion scrolls text across the screen a little bit at a time, unicode character by unicode character. It also stores options data, uses character data to reflect the textbox and speaker box colours, can play SFX, trigger location changes, and much more.
Complex Dialogue Trees - There are branching dialogue paths, and complex handling of uncertain at compilation factors like like affection level, randomized cat type, randomized personality type, randomized npc type, and more. The story also can "remember" any desired occurrence through a complex "story tag" system, that also influences dialogue outcomes and pathways.
Custom HTML
Wrote the story
Animated Visual Novel UI
Roles
Co-Founder
Programming
Storywriter
UI Animation

Programmed Player Controller - The player can kick, quick attack, charge attack, target opponents, walk, and strafe(while Targeting)
Skeleton AI - Enemy AI that follows and attacks the player.
Resource Popup - Finds the sprite of a given resource, the amount that was given, and the name of the resource. It then displays this to the screen nicely.
Programmed Keybind Configuration - works with my Input Manager script to find out the proper name of any keycode or axis inputted. Keybind Configuration also lets the Input Manager know how it should parse key up, key down, or key held functions, by storing if the given button enum type(i.e Kick, or Attack) is a keycode or an axis. Saving and Loading takes these presets and saves them accordingly.
Programmed Virtual Keyboard -The virtual keyboard displays the QWERTY keyboard as buttons on screen. It allows you to type both on your real keyboard and see it reflect on the digital keyboard, and/or click the buttons on screen in order to type.
Programmed Dialogue Manager - The Dialogue Manager has two different modes of reading out text, one which is letter by letter, and the other that is word by word. The dialogue manager can also parse button input types into the keybind with special character keys, so “Press $Interact$” -> can become “Press E”! It can also handle dialogue option buttons. It can also play SFX associated with a dialogue line.
Programming Saving & Loading - Saved playtime, success or defeat, completion or not, and custom keybinds.
Roles
Programming Lead
Programming
Oxygen & Health
Word Puzzle Programming
Saving & Loading
Implemented Map Items
Roles
Programmer
Programmed the Visual Novel - My Dialogue System in Catpanion scrolls text across the screen a little bit at a time, unicode character by unicode character. It also stores options data, and uses character data to reflect the textbox and speaker box colours.
Wrote the story section
Roles
Programming
Storywriter
Programmed the Rhythm Game Section
Programmed Cinematic Camera Tool Used During Rhythm Section
Roles
Programming
2024 Demo Reel