My development journey began with the first multiplayer game I ever played: Minecraft. From day one, I was fascinated by the digital worlds where players from all over the world could meet. That's how I ended up building my own Minecraft server network. In the beginning, even setting up a server was a big hurdle, but after a few attempts I had already acquired a lot of knowledge and started with plugin development. These plugins for my server, written in Java, laid the foundation for everything that followed.
"Company" was also one of the plugins for my Minecraft server. It was the biggest programming project I had ever tackled at that time. Accordingly, the amount of time and learning success was also high. The plugin allows players to create, join and work for their own companies. It offered an extensive GUI with animations and customization options. The plugin was developed using the Spigot API for Minecraft 1.8.8.
In school computer science class we learned about website development: HTML, CSS, JavaScript and PHP. For me, this was no longer completely new at that point, but I still never had anything to do with PHP. So the lessons inspired me to delve deeper into the subject and I programmed a gambling website where my classmates could squander a daily credit in a selection of small games of chance. Especially the built-in leaderboard led to quite a few getting addicted to my website ;)
For one of my many Minecraft multiplayer projects for my classmates, I developed a small tool to collect suggestions for new items and mechanics. The usage was limited, but I had deepened my knowledge about webdevelopment.
Also created during computer science class, my command line interface based game "Mission Sequence" enjoyed great popularity in class. In line with the topic of the lesson, I had developed it with the software "BlueJ", which helps you to understand the relationships of the different classes. In the game itself, the goal was to guess a missing number of a number frequency. However, this became more and more challenging as the player progressed.
With the previously acquired knowledge about web development I decided to develop a new for me "biggest" project: A rehearsal planning app for my youth symphony orchestra. It took half a year until I could present it to my conductor. Especially during the Corona pandemic, it was able to facilitate the organization and is still actively used by the whole orchestra (~70 people).
As an exercise for the "Seminarfacharbeit" (seminar paper) due in the next school year, we were supposed to write a paper on any topic in teamwork. Together with a friend we developed a compression algorithm and applied it to all works of the Gutenberg project. The following analysis of the data like compression rate and execution time led to interesting results.
Together with a friend we developed an alternative for the ugly and confusing online substitution plan of our school. Based on the Untis API, our substitution plan could filter the entries for both teachers and students. My JavaScript library Bay.JS, which I developed at the same time, could also be used for this project.
According to some memes, every web developer has developed their own JavaScript framework at some point in their life. - I am no exception. Granted, Bay.JS is neither particularly comprehensive nor truly "production ready", but I've never learned to hate and love a programming language in such a short time.
The lack of a "SmoothScroll" functionality has always bothered me with my favorite game engine "Godot". The smooth scrolling feel of Apple products may seem trivial to many, but for me as a UI affine person, it is a must-have for a good user experience. The plugin for Godot is still under active development and has found many fans as well as a few contributors.
The authoring system that has been developed offers a user friendly UI client called "MysteryMaker" to create interactive fiction. For that it uses json files and a custom framework for the game engine Godot. Additionally, its theming system allows a lot of freedom not only on modifing the appearance but also the interactions.
Conductor is a game developed for GMTK Jam 2021 using the Godot game engine. The theme of the 3 day game jam was "keep it together". In Conductor, you play a conductor who has to drag-and-drop the register groups of his orchestra to give them different assignments. If he doesn't do that, the respective group gets into a tailspin and eventually even gets kicked out completely.
In computer science class, we were given the task of developing a network protocol for use with Java. This resulted in FWTP - A protocol for mediating a "Four Wins" game. After the course had agreed on a format together, everyone developed a matching client in Java. Despite fundamentally different program codes, in the end everyone was able to play the game with the others using their own cleint.
The Rule Set Modeling Language (RSML) is a modeling language based on YAML. Its goal is to support the validation of various types of (input) data using an easy-to-understand and well-organized text file. Also developed together with a friend, we unfortunately didn't get much further than a working prototype using Python.
With my increased interest in game development and my accumulated experience in the Godot game engine, I tried multiplayer for the first time in 2022. The result was a fun physics-based 2D game that you could play over the network with a friend.
Together with a classmate interested in concept art, I developed a jump-and-run game in which you played a capybara collecting golden melon seeds. A playable demo is available here.
Polymo.org is one of my heart projects. The goal is to create a platform, similar to Wikipedia, for collecting and presenting pro and con arguments on political and social problems. Polymo is intended to support the formation of political opinion and to promote constructive discourse. - Even if it then becomes clear more often that one is dealing with a dilemma.
Towards the end of my school years, AIs came into the hype. Fittingly, we dealt with the topic in computer science class and tried - in cooperation with ChatGPT - to show how language models work in the form of a website. The resulting tool should impressively show the user that ChatGPT and Co. are not supernatural phenomena, but simply choose the most likely word to complete the sentence.
After my school time and the choice of my future course of studies I felt the need to collect my previous experiences like in a photo book. That's how this website came into being.