Development
PARTNERS
Spark Universe
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Starfish Studios
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MYTHICAL NETWORK
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Spark Universe • Starfish Studios • MYTHICAL NETWORK •
Please note: A lot of what i work on requires signing an nda. more details can potentially be provided upon request.
A datadriven damage type system and overhaul for Minecraft 1.19.2. This started as a small mod to add some extra damage types, and a few elemental reaction-style effects when hurt by a combination of said damage types, but expanded to a system for other mod developers and modpack creators to use to fully customize one of the most fundamental systems in the game, to an extent never seen before.
Alembic
A cutting-edge work in progress rendering library for Minecraft 1.19.2, for Quilt, Fabric and Forge. Currently includes a customizable, extendable item UseAnim registry system, a RenderTarget registry allowing for selective shader application, a Parent-Child poseable model system, depth buffer capturing and instanced area-based post processing, and texture-bound RenderTargets, with MUCH more to come.
VEIL
Modpack development
While I do spend most of my time modding, I do help/lead a handful of modpack development teams, with the latest being an RPG modpack with a title yet to be decided, heavily influenced by a number of ARPG games such as Diablo 3/4, Path of Exile, and Lost Ark, along with a huge amount of influence from Dungeons & Dragons.
It is not public at this time, but content can be provided upon further request.
SPARK UNIVERSE
SPARK UNIVERSE
At spark universe, i was brought on as a modpack developer - but volunteered to take over the development of a custom modded project for the crew, called the purge smp season 2 (see: Vanoss, Daithi de Nogla, Tehterroriser, KyrxSpeedy). i developed 3 mods for the purge, along with leading design and development of the modpack the content creators played;
Note: Due to the nature of this project, a lot of these mods only had to work on the server, so the code is written in a way that would minimize development time and maximize play time within the time window we had)
a small, lightweight area-based difficulty system based on playerex. This was progressing into a small rpg overhaul mod, allowing for item-based classes a la final fantasy xiv.
maintained & took over development of an instance-based, party-focused rerunnable dungeon system.
an extensive affix-based arpg style loot overhaul system which was entirely datadriven.