I've written some RPG tools and worldbuilding, including an ever-expanding
random tables tool. My worldbuilding includes
inspiration from DCSS and more. See
D&D or RPG posts to get ideas or roll for random
items.
An experimental text-based game engine for complex text adventure games.
Written in Java, this is based on a design idea and Go prototype I had for
managing entire game worlds as a set of related entities for emergent,
deep interactions. It's meant to be a full RPG game master. See
textengine news.
This website is a simple & clean structure to publish my portfolio, blog, links, and other hypertext. I built this site using an ad-hoc Bash-based HTML preprocessor to compile together blog posts, links, RSS feeds, and more. See website news.
I'm developing a map making application (see news) for authors and storytellers and people who can't draw. It could be
used by fantasy authors to plan their worlds, RPG players to keep track of
their games, or just for fun! I began development as part of my Senior
Honors project at MVNU. I
presented this project at MVNU's Symposium
for Undergraduate Research and Creative Work in April 2023, where it won
the Symposium's top prize.
A mod adding some more technical aspects to the Arcana mod for Cataclysm: DDA. Includes summonable vehicles, new locations, and new magical tools.
I've made forays into the world of
Battle for Wesnoth content development,
writing some simple campaigns and—most usefully—developing the
Wexlfu shared library of useful markup, code, and data to save reuse
between my campaigns. See my wesnoth blog
posts.
A long-form, character-based pirate campaign. Nobody controls the high
seas. Privateers and petty navies fight over paradise; many a good man
seeks his fortune in the wealth of plundered goods stolen from islands and
mainlands, hidden in coves for a day of celebration that may never come.
Can one band of mercenary pirates hold together long enough to find a
happy ending?
Roadtrip is an open-world post-apocalyptic roadtrip survival simulator,
along the lines of
The Long Drive. This game is intended to support custom vehicles, physics simulation,
exploration, survival mechanics, and more. See
roadtrip news.
My most complex Minetest project is the Aurum game, an experimental minecraft-style game mostly from scratch using the minetest engine.
The most well-developed mod I've written is the Elevator mod, which adds a
realtime elevator for pretty and fast vertical travel. Get it from
the Minetest ContentDB
or join the discussion on
the Minetest forum. This mod is what remains of a Minetest server I used to host where I
would experiment with new mods and game mechanics. The Elevator mod was
invented when the Minetest engine got rid of the
sneak glitch.
I've written more mods of varying levels of development, which are all contained within the Tigris-MT project.
IFIV is a toy project to illustrate the complexity of supply chains. It provides an interactive display of products, industries, and transport methods in an interconnected web. Every fact and item in the display has associated references to more information and statistics.
I wrote a DCSS roguelike configuration compiler system to support my own configuration file for the game, but it is easily extensible and reusable for building any DCSS rc file. I include a compilation system as well as a library of useful lua methods and workarounds.
I work for OPERS.
I'm developing a map making application (see news) for authors and storytellers and people who can't draw. It could be
used by fantasy authors to plan their worlds, RPG players to keep track of
their games, or just for fun! I began development as part of my Senior
Honors project at MVNU. I
presented this project at MVNU's Symposium
for Undergraduate Research and Creative Work in April 2023, where it won
the Symposium's top prize.
I've tutored for many computer science classes at MVNU, including Computer Science I & II, Data Structures and Algorithms, Database Systems, and Computer Networks and Telecommunications. As a peer tutor, I have worked closely with students who wanted to improve their understanding of these classes and concepts. Each student learns in their own way, and I have mentored students to successfully develop their own learning habits. I have worked with students through difficult material, showing them how to read, manage, and apply knowledge. Besides Computer Science, I have tutored for a Theology course and Mathematics course. Many learning habits carry over between subjects and fields!
I've worked as a Computer Science lab assistant at MVNU for three semesters. I've helped many students in both Computer Science I and II to grasp concepts and develop their programming problem solving skills. In this position, I have troubleshooted technical issues in development tools and workstations, explained concepts to students, mentored students through the learning process, debugged esoteric errors, and helped students succeed in the computer science program.
As part of my Introduction to Software Engineering class, my team and I
developed a mobile app using Flutter to
digitize part of the
Community Emergency Response Team
workflow to evaluate disaster preparedness. The software was built for Dr.
Hicks of the emergency management department, who provided system
requirements.
For my Database Systems class I worked with a team of my fellow students
to develop a "Kindness Scanner" for my team member's church. The scanner
tracks acts of kindness through QR card scanning and a pay-it-forward
system. We designed a PostgreSQL database and built a PHP-based web app to
track the acts of kindness.
I hold a Bachelor of Science degree in Computer Science (mathematics
minor) from
Mount Vernon Nazarene University. I
graduated Spring 2023
summa cum laude as an Honors scholar. During my time at MVNU, I lab
assisted for the computer science department, tutored computer science
students, led the creative writing club, and participated in the Honors
program (where I created my mapping tool).
See my academic blog posts.