View technical assessment of this project here: /docs/COMPREHENSIVE_TECH_ASSESSMENT.md
In development solo project with ambitious goals.
Current buiit/in-progress systems:
-
GlickoV2 Chess ELO – Unlimited match and player simulations for skill-based rating calculations.
-
Custom Retention Calculator – Generates Retention Ratings per player, including creator code & purchase tracking.
-
MySQL-Based World Manager – Centralized storage and retrieval of world data with transactional safety.
-
External Library Loader – Load libraries from a custom /libs folder in any environment.
-
Custom Ranks – String based permission with power-level rankings with MySQL support for persistent player data.
-
Strict Method Contracting - All relevant methods are contracted in interfaces, interfaces register themselves to themselves.
-
Runtime Flexibility_ - Implementations can be loaded, replaced, or removed without touching consumers
-
Fully Decoupled - Interface/DI management allow for gurnarateed behavior, consumer interacts via interfaced method contracts, no concrete calls.
-
Default Method Usage - Usage of default methods to allow concrete classes to implement multiple interfaces
-
Type Safe & Abstract Flexibility - Type-Safe abstractions, reusable components and strict contracts with flexibility
-
Live Multiplayer Speedrun – Game loop, per-player same-seed worlds, and event tracking for synchronized speedrun sessions.
-
Multi-Module Project – Paper and Velocity runtimes handled in a single JAR for unified deployment.
-
Custom Dependency Injection – Uses custom
@Injectand@AutoInjectAllannotations for modular wiring. -
Method Tagging via
@ModuleScope– Tracks the domain where a method executes for improved debugging and analytics. -
Robust Exception Handling – Custom logging for critical errors with detailed context output.
-
Voting System with GUI – Interactive vote handling with an in-game graphical interface.
-
Rainbow Boss Bar – Dynamic color-shifting boss bar for enhanced visual feedback.
-
Debugging with Network/Local Server Toggles – Seamless switching between development and production environments.
-
PaperAPI Event Handling – Integrated event processing using Paper’s high-performance API.
-
Fully Decoupled Classes – Interface contracts are the primary method handling mechanism for maintainability.
-
Abstraction Layers – Abstracted Cache, Events, Context, Commands, and other systems for reusability.
-
Context-Based Dependency Injection – Domain-specific contexts for clean separation of concerns.
-
Custom Logging of All Events – Comprehensive tracking for debugging and auditing.
-
Robust Event Tagging – Tracks source, status, domain, priority, and capability for every event.
-
Custom Event System – Includes EventBus and event tags for modular communication.
-
Internal and External Cache Pipelines – Internal (RAM) → Redis → MySQL for multi-layered caching.
-
Internal API – Unified API layer for inter-module communication and external integrations.
-
Punishment System – Integrated with Redis and MySQL for real-time moderation.
-
Robust InventoryManager – Built using Builder patterns for flexible and safe inventory handling.
Planned systems (At a glance): Subject to change
- Castle Placement & Validation – Complete placement visuals, region previews, and server-side checks across versions 1.8–1.21.
- Troop Logic Framework – Tiered units with stats, behaviors, movement, and raid mechanics tied into resource and economy flows.
- Companion System – Levelable allies with type-specific skills and stat progression, designed for persistent player growth.
- Building Upgrade Paths – Modular structures with stat unlocks and purpose-driven progression to drive mid/late game depth.
- Kingdom State Machine – PROTECTED, OPEN, CLOSED, and KINGDOM_VS_KINGDOM states with graceful failover handling.
- Command Mode UI & Inventory Manager – Custom interfaces for troop commands and advanced inventory interactions.
- PvP/PvE Combat Engine – Siege mechanics, pillaging, raid rewards, and synchronized troop behaviors.
- Multi-Currency Economy – Main currency, troop currency, shards, and dust with item conversion logic and vault rewards.
- Guild Hierarchy – Ranks, permissions, logos, invites, and messaging.
- Abstract Event Bus – Custom event system with annotations (
@KingdomFactions,@Core) and setter-style configuration. - Global & Game Events – From MySQLDisconnectEvent to TroopMarchEvent, including built-in .wait() / .notify() helpers.
- Type-Safe Config Keys – Enum-based IConfigKey with BukkitConfigBridge adapter and custom exceptions for bad paths.
- Dependency Injection Framework – AbstractContext and IGlobalContext for runtime class-to-interface binding, no external instantiation required.
- Command Center Nodes (C1–C5) – Full failover design: C1 fallback node through C5 multi-cloud orchestrator.
- C6 Vision – AI-assisted, multi-region cluster-of-clusters decisioning to future-proof large-scale deployments.
- Distributed Server Option – Any logic can offload to a separate server for scalability and performance.
- Self-Hosted Control Panels – Clients can deploy all dashboards locally for full autonomy.
- Cache Pipeline – RAM → Redis (TTL/dirty tags) → MySQL → Flatfile or SQLITE → S3 with race condition handling.
- Version Abstraction Layer – Unified particle/sound handling for 1.8–1.21+ plus backported and/or custom mobs and AI.










