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Minecraft speedrun platform with game, store, and web modules.

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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.

    Click to Show Rating Simulation GIF & Log Fresh Player starts with default rating (1500) deviation (350) and volatility (0.06) Player 1-3 has starts with random rating deviation and volatility

    Ratings GIF Simulation Log

  • Custom Retention Calculator – Generates Retention Ratings per player, including creator code & purchase tracking.

    Click to Show Rentention Rating Tabke & Equation Mock data from simulation

    MySQL retention data Retention Equation: p = purchaseAmount (dollars in last 14 days) t = timePlayed (hours in last 30 days) r = returnJoins (joins in last 30 days) n = numberOfPurchases (count in last 14 days)

    Retention Calculator

  • MySQL-Based World Manager – Centralized storage and retrieval of world data with transactional safety.

    Click to Show Rentention Rating Tabke & Equation World data from MySQL. XYZ+P+Y = Spawn Location

    MySQL World Manager

  • External Library Loader – Load libraries from a custom /libs folder in any environment.

    Click to Show Libraries Loading Future: Auto Library Updates and version verification to match project libraries

    Libraries Loading

  • Custom Ranks – String based permission with power-level rankings with MySQL support for persistent player data.

    Click to Show Libraries Loading In-Game commands with "Rank Not Found" edge case

    In-Game Commands

    MySQL Storage /w String based permissions & power-level MySQL Ranks Table

  • Strict Method Contracting - All relevant methods are contracted in interfaces, interfaces register themselves to themselves.

    Click to Show Interface Registration Interface Registration

    Interface Registration Register Method Logic, uses Maps for Dependency Management Register Method Logic

  • Runtime Flexibility_ - Implementations can be loaded, replaced, or removed without touching consumers

    Click to Show DI Reload Method Interface Registration

    DI Reload

  • 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 @Inject and @AutoInjectAll annotations 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

Gameplay Systems

  • 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.

Combat & Economy

  • 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 & Social Features

  • Guild Hierarchy – Ranks, permissions, logos, invites, and messaging.

Events & Concurrency

  • 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.

Config & Context Handling

  • 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.

Distributed Architecture for Mass Scaling

  • 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.

Data & Caching

  • Cache Pipeline – RAM → Redis (TTL/dirty tags) → MySQL → Flatfile or SQLITE → S3 with race condition handling.

Version Support

  • Version Abstraction Layer – Unified particle/sound handling for 1.8–1.21+ plus backported and/or custom mobs and AI.

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