My Projects
Some of my favourite projects, both new and old.
Xurse: Origins
A sci-fi idle game
Xurse is an idle game set in a sci-fi space exploration universe, built with React, TypeScript, and Vite. Available on web and desktop (Electron), it delivers strategic progression through relaxing, continuous gameplay with a cohesive sci-fi aesthetic.
Core Features
- Space Exploration Gameplay: Strategic progression through sci-fi themed content
- Inventory System: Collect, manage, and upgrade resources and items
- Cross-Platform: Available as a web application and standalone Electron app
- Dark Theme Design: Professional sci-fi aesthetic with accessibility-first approach
- Responsive Experience: Optimized for both desktop and mobile play
Technical Highlights
- React + TypeScript: Modern, type-safe architecture
- Web Workers: Real-time progress calculation for continuous gameplay
- Comprehensive Testing: Unit tests (Vitest) and end-to-end tests (Playwright)
- Professional Build: Vite for web, Electron for desktop with cross-platform distribution
- Design System: Cohesive sci-fi UI with neon accents and deep space color palette
Platforms
- Web: Play directly in your browser
- Desktop: Windows, macOS, and Linux standalone applications available on itch.io
Gallery
Xurse: Employee of the Month
A point-and-click adventure game in Godot 4.5
Xurse: Employee of the Month is a point-and-click adventure game built with Godot 4.5. It features a 2.5D perspective with detailed pre-rendered backgrounds and dynamic characters navigating richly interactive environments, all driven by a sophisticated data-driven architecture.
Core Features
Interaction System
- 7-Cursor Modes: Feet, Exit, Eyes, Hand, Mouth, Item, and Select cursors providing contextual interaction feedback
- Mode Cycling: Right-click to cycle through Feet → Eyes → Hand → Mouth interaction modes
- Visual Feedback: Hover over objects to see their names; cursor changes reflect available actions
Gameplay Mechanics
- Click-to-Move Navigation: Use the Feet cursor to navigate using pathfinding with intelligent obstacle avoidance
- Walk-Then-Interact Pattern: Hand and Mouth modes walk to objects before interaction
- Immediate Interactions: Eyes mode examines objects from the current position without movement
- Collision-Based Scene Transitions: Walking over exits automatically transitions to new areas
Puzzle Design
- State-Variable System: Complex puzzle gates controlled by game state, enabling interconnected multi-scene solutions
- Inventory Puzzles: Items can be transformed, combined, and used in specific ways to solve environmental challenges
- Multi-Scene Puzzle Chains: Puzzles span multiple locations with dependencies between solutions
Data-Driven Architecture
- JSON Configuration: All scene logic, interactions, and conversations defined in scene-specific
scene_data.jsonfiles - Localization Support: Full multi-language support via hierarchical translation system with scene-specific and global locales
- Flexible Interaction System: Object responses vary based on interaction count, state variables, held items, and story flags
Technical Highlights
- Built in Godot 4.5 with strict GDScript type safety enforced throughout
- Robust Scene Management: Automatic setup via
BaseGameScenewith no boilerplate code required - Service-Based Architecture: Global systems (Navigation, Dialog, Inventory, UI) implemented as typed autoload singletons
- Asset Pipeline: Co-located assets organized with scenes for easy iteration
- 3840x2160 UI Resolution: Professional 4K interface with sidebar-based controls and gameplay area
- Save/Load System: Strategic checkpoint system that prevents save scumming while preserving progress
Supported Platforms
- Windows
- macOS
- Linux
Gallery
Home and Garden Automation
Grow bonsai with the help of Home Assistant
I have a very complex home assistant setup that allows me to track absolutely everything about my bonsai growing, ensuring optimal conditions through continuous monitoring and automated alerts.
Sensor Architecture
Per-Plant Monitoring
Each plant is equipped with the following sensors:
- Temperature: Environmental conditions critical for species-specific growth
- Soil Moisture: Prevents both drought stress and root rot
- DLI (Daily Light Integral): Ensures adequate photosynthesis for growth
- Lux: Monitors light spectrum and intensity for each growth stage
- Soil Conductivity: Tracks nutrient availability and soil health
Garden-Level Sensors
Ambient conditions monitored across the growing environment:
- Humidity: Critical for growth rates and disease prevention
- Temperature: Overall microclimate management
Automations & Insights
The Home Assistant setup triggers automated watering, notifications for anomalies, and historical data tracking to optimize bonsai care over time.
Gallery
MumbleBoxes.com
Shut Down in 2021
A Mumble hosting provider written and maintained 100% by myself. All server setup, configuration, and administration were completed by me.
Accomplishments
- Active in production since December 2010
- Over 5500 registered accounts
- 100% automated client server setup
- Automated backend server provisioning using puppet
- Fully redundant server setup using High Available failover
- Monitored 24x7, 365 days a year
- 100% custom code