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Note: This is my old website from my college days, and the information contained here is likely not up-to-date anymore. You can find more current information about me on the new site at
These are the projects that I'm currently working on or thinking about. Click any of them for details. Note that, for unfinished projects, the names listed here are arbitrary code names that I give them; I very seldom name my projects until I'm almost finished with them.

Finally, note that I do not list completed video game projects here, as they have their own page.

Active projects:

Latitude (Released!)
Latitude is a language that I have been working on more recently in an attempt to fill what I see as a hole in the programming community. Namely, that all prototype-oriented languages either feel incomplete (Io) or have their prototyping features shunned by many (Javascript). Latitude can currently be found on GitHub.

In addition to prototypes, Latitude supports many other powerful facilities, such as first-class continuations and scope objects which allow for unique metaprogramming opportunities. Latitude is officially released as of Aug 11, 2018 and is available for general use.

Inactive Projects:

Net Game
A slightly more esoteric idea that's been bouncing around in my head. This game doubles as an AI as it creates a text-based world based on real-world data gathered from the Internet. As the player completes quests, the game gathers more real-world information and creates new quests and a bigger world to explore.

The goal of this project is actually two-fold. The first goal is to create an autonomous game that can create and facilitate its own text-based adventure game without any developer intervention. The second is more personal: I am trying to develop this project in several different programming languages to learn how they communicate with one another. While this isn't overly useful in practice, it is an interesting academic endeavor to see how these languages interact. Currently, the game uses Python to browse the web, Perl to parse the results, Ruby to generate the world, Common Lisp to manage the gameplay, Lua as a backend server to delegate tasks, and Bash as the glue between languages.

While the source code for this project is currently available, I would caution visitors that the dependency list (available in the readme and the provided check script) is formidable. If you want to run this game, (especially on a Windows machine) be prepared to install several interpreters and code libraries. In the long run, I would like to make an option to allow the game to be run in "server" mode, which will allow clients to connect and play with merely a web browser, but for now you can install the game and run it locally with all of the dependencies intact.
Demensitis 2
A sequel to my text-based adventure game Demensitis. Demensitis 2 will feature more branching paths, a more interesting combat system, and the ability to move freely about the game world.

This is a project I've had in the back of my head for about a year and half now, and the story has been slowly evolving in my head. The story will begin in the distant future, the desert world visited in Part IX of the original game.

This is still more or less an idea in the back of my mind. I've made several small prototypes but haven't been thrilled with any of them, so I'm letting this project simmer for awhile longer.
A more casual game that serves as a deconstruction of RPGs. Taking out the overworld and the plot and only considering the leveling system and the combat system, the result is a one-directional near-infinite track consisting of enemies, ways of making money, and hazards to avoid.

This is intended more as a casual project for me to work on when I'm tired of more complex work. Written in GameMaker, it will be released as either a mobile or HTML game, consisting of a couple of different game modes (the main being a no-lifelines survival playthrough) and online highscore tables to motivate a competitive spirit.

I'm currently reworking this idea in the back of my mind. The prototype implementation was fairly unforgiving in terms of losing the game, so I will probably restart this project once I have a better idea of how I want it to work.
Luminescence 2
(Screenshot is from Luminescence 1) Luminescence 2 is a sequel to my game Luminescence, which was originally written for a game design contest. Luminescence 2 takes the unique artistic style of Luminescence and explores it a bit further, adding some neat mechanics and level features not available in the original game. Luminescence 2 is roughly halfway done, and I plan to finish it when I have some spare time. For the time being, the project is unreleased, but you can try out the original at the Gamejolt link above.

Discarded Projects:

A programming language project I've been working on for a little while now. The language combines a powerful Haskell-ish type system (with type inference) with the syntactic freedom and sugar of Ruby. In the end, the language will compile to the JVM. This (very unfinished) project is currently available on GitHub.

One of the main selling points of this language is that it maintains the functional purity of Haskell in a simple way. Individual arguments to a function can be marked "mutable" by succeeding them with an exclamation mark. Any non-mutable arguments are read-only and this status is enforced absolutely by the language.

This project has been more or less canceled. I realized (after learning Scala) that a lot of the features I had planned for this language had already been done in a more refined manner with Scala. If you liked this project, I strongly urge you to check out the Scala language.