Year Four

Christof Reimers

1397 words, 7 mins

Ok, I don't really know how to excuse myself. Usually my annual recap is supposed to span a year. That means it should be released on the ninth of september.

You might realize it isn't september anymore. As a matter of fact we're almost in november. I wanted to write this earlier but I was busy and somehow forgot this, and always when I remembered to write this I pushed it further back.

Enough with the excuses, let's get going.

Small preamble

Before I dive deeper I have to start with something from the real life. My curriculum intends me working for half a year with a company. So I started working in september. This software company isn't small and the work days are definitely a bit exhausting but it's quite fun so far and I have learned quite a bit.

That primarily means working with angular and leaving my beloved react behind. But that's not a bad thing and having now worked with angular I know for a fact that I won't be missing out on anything if I keep using react for personal projects.

The website

Being on the topic of webdev, I did a few things this past year.

In last years post I stated that I started porting this page to Next.js 13, which I completed shortly after. The past days I actually worked on this page again, I improved the parsing of the markdown files, added auto links to the headings and changed everything to a grid layout (which is only partially in use as of now).

This means for example I finally migrated the project page of Embers' Construct to markdown.

In other news I finally fixed my MC Skin Viewer. In summary, it is a small tool that looks up the skins of Minecraft players. I think I might have to add a retrospective to it like I did with the Baconizer, so that it doesn't appear completely random (which it still probably is).

A dynamically generated OpenGraph preview image
A dynamically generated OpenGraph preview image

In this context I started implementing OpenGraph preview images, dynamically generating them for the skin viewer, based on the URL. I stopped working on it 4 days before Vercel extended the maximum runtime of endpoints to 60 seconds, so maybe the universe just wanted to laugh at me, I don't know.

More webdev

So there is my Discord bot... it hasn't seen an update in a while, that's why I decided to rewrite the poll part from scratch - as its own website.

The polling website I am working on
The polling website I am working on

Using typescript, drizzle and other funky things I definitely learned quite a bit and I feel way more comfortable now using typescript. I actually would say I prefer using typescript over vanilla javascript. Which would mean I have to port this website to typescript shivers.

(Wait - I actually started doing that, take a look once again on the staging branch)

It's one of those things I might write a post about once it's in a better state.

Gamedev

I didn't do much gamedev wise besides porting an old endless runner from 2018 to Godot 4. Although the source code is not publicly available, I tried implementing a combat system similar to the one used in Sekiro: Shadows die twice, and used that as a playground for a few other things.

But that's sadly pretty much it regarding that side of gamedev.

Modding

And although Minecraft modding is certainly gamedev, I still decide to dedicate it its own section. I did not publish a new mod, sadly, but I definitely worked on stuff.

I ported Ex Nihilo: Thermal to 1.20 as I was experimenting with different combinations of mods, but the primary thing I worked on is Arcane Forces - a mod now containing an amalgamation of every standalone mod I started writing in the past decade.

The mods adds a few occult things
The mods adds a few occult things

There is cool content to show so I will probably write a post at some point about it - one can see that's something I say I wanna do but usually don't lol.

The mod targets 1.21 as I wanted to try out the new components, but that also means it is incompatible with every other mod I might want to integrate. That means primarily Create / Mechano and Forestry: Community Edition, which was recently ported to 1.19, which is great :).

Advent of Code

This has been a major letdown again, so lets move on as fast as we can.

Cyberpunk 2077

The Renault 11 Turbo I added to the game
The Renault 11 Turbo I added to the game

The last major thing I worked on has been a Cyberpunk 2077 mod. Nothing big, I just started something to look if it is something I might like to do and after I failed fixing the materials for the Renault 11 I added I gave up.

But while working on this I had issues regarding the workflow from Blender to WolvenKit so I extended the plugin - that came unexpected for sure.

Games

So while I said I was finishing up the Yakuza series, I basically stopped around new year and haven't really returned yet. I will return in the future but playing just a single franchise for a whole year gave me slight burnout I think. But it's still amazing I managed to come this far without major breaks.

I started Disco Elysium a few months ago and haven't finished it so far but it still is a pretty amazing game. The artstyle, the story and gameplay are top notch. Hadn't I played Yakuza for a year I don't think I could have enjoyed that much dialogue at once.

The game sunk most of my time into is The Finals. It's an arcady arena shooter set in a virtual gameshow. The cool thing: you can destroy most of the arena howevery you want. It's pretty much my "turn my brain off" game and I am looking forward what comes next.

The Finals can be pretty chaotic
The Finals can be pretty chaotic

Soon Warframe 1999 will release and Soulframe is supposed to launch in early access so we will see how I will spend my time then. I haven't really played Warframe that much this year but it's the same with Yakuza, burnout hit somewhere in 2022 I think. Having almost 1000 hours in a game is not something that is common in my library, it still is the record by far (The Finals is now in second place at over 300 hours).

I also completed Sekiro: Shadows die twice this summer and it has been a great experience. The combat is just so satisfying once you start getting the perfect deflects. The story is a bit confusing but all in all it is a game worth playing if you have the nerve to keep going.

Just after finishing Sekiro I played through Ghost of Tsushima, I think we can see a slight pattern appear. Here, the combat wasn't as satifying but the story countered that. The meadows and forests of Tsushima left its mark on me for a long time and I can only say I am happily waiting for Ghost of Yotei.

Ghost of Tsushima is a really pretty game
Ghost of Tsushima is a really pretty game

I also started playing Hunt: Showdown for a while which definitely was a different experience from every other game I had played so far. The honing in on subtle sounds, making out enemies in the night and trying to stay alive is something I will come back to in the future.

The latest game I started is Horizon: Forbidden West. I remember seeing Horizon: Zero Dawn for the first time when it was revealed and being bummed out when realizing it was a PlayStation exclusive at the time. I really love the setting and ingenuity and beautifully crafted world.

Conclusion

I haven't worked on as many things in the previous years, probably meaning university stuff is actually getting more challenging. There are a few posts I still wanna write (for example about the poll page or the mod), and I had many thoughts of writing posts about different topics this year (which I didn't do as I hadn't had the time to dive deeper into these topics).

Seeing that the games section is the longest, I am thinking about why that is - probably because I spent my free time relaxing my brain and not creating intricate software I will never finish. Although this post comes a bit late I still hope you found it interesting.

Goodbye and until next time!