// systems-and-modules

Real systems, one after another

Since 2021 I've engineered open-source Tibia servers (TFS · OTX · OTServBR) for clients worldwide through OTland — complete gameplay systems, event engines, real-time interfaces and game-connected web platforms. Everything below is a real system running on production servers.

01 · Server Core — C++ / Lua

Advanced gameplay systems built inside the server engine itself:

  • Instance System
  • Arena Matchmaking
  • Instant Item Recovery
  • Private / Offline Shop
  • Container Auto-Loot
  • Step-Lag Fixes
  • Depot Password
  • Mount System backport
  • Anti-bot / Anti-push

02 · Event Engine — one core, many modes

Tower Siege, King of the Hill, Death Match, Defend the King — all running on a single configurable, server-agnostic core. Modes switch from a config file… without touching code.

  • Reusable architecture
  • Config-driven
  • Multi-mode PvP

03 · Real-Time Game UI — OTClient / OTCv8

Interface modules that update in front of the player the instant the server changes:

  • Task System
  • Skill Tree
  • Boss Progress Bar
  • Bounty System
  • Lore System
  • Item Craft & Upgrade
  • Custom OTUI modules

04 · Game Web Platforms — PHP / MySQL

Full account websites (Gesior · MyAAC) wired straight into the game database: registration, shops, player rankings, custom layouts with smooth JavaScript menus — coded from scratch.

  • Gesior / MyAAC
  • HTML · CSS · JS
  • Site ↔ game integration

Straight from production — real modules, real screenshots

Arena Matchmaking window in OTCv8

05 · Arena Matchmaking

A complete PvP matchmaking surface across three modes (1v1 / 3v3 / 5v5): an ELO-ranked leaderboard, a live player card with rating and win ratio, season rewards claimable right from the window, and a waiting-players list showing who's queued right now.

06 · Task System — three different builds

Same task engine, rebuilt from scratch for each client: premium-points rewards, or gold-and-task-points, or a pure kill-count slider with a live exp breakdown before accepting — one core, three completely different economies.

Task System with premium-points shop
Premium-points variant
Task System with gold and task points rewards
Gold + task-points variant
Task System with a kill-count slider
Kill-count-slider variant
Collective Aura Forge upgrade window

07 · Collective Aura Forge

A gem-collection progression system: every 5 gems earns a point spendable on permanent upgrades (health, mana, attack speed) — each card clearly Upgrade / Locked / Maxed.

AutoLoot management window

08 · AutoLoot Management

Full loot-list management: search a specific monster's drops, a global server-item search to add anything by name, and managed item lists with a clear slot cap — client-driven and server-synced.

Bounty Hunter system windows

09 · Bounty Hunter

Server-wide bounties: a live bounty board with gold/coin rewards, an automatic prompt to place one on whoever just killed you, and a 24-hour (or until-killed) orange-skull hunt on the target.

Item Craft and Upgrade window

10 · Item Craft & Upgrade

Eight catalysts (Rarity, Upgrade, Enchant, Alter...) act on a live item: item level, four active enhancement slots, and a computed per-level ceiling — with an optional protection toggle against a failed upgrade.

11 · Private Shop Marketplace

A central marketplace where any player opens their own shop: sell offers priced in gold ingots or shop points, an add-item dialog for picking currency and price per unit, and a live shop window showing the full sale list with bulk totals — working even while the seller is offline.

Adding an item to a private shop with currency choice
Adding an item — currency choice
Live private shop window with a full sale list
A live shop — full sale list
Battle-tested operations

Line-by-line crash tracing with GDB · hunting exploits and edge cases before players find them · hex-level analysis · a 4-year, 150MB production item database · live servers holding 150–300+ players on OVH, Hetzner, Contabo and Google Cloud · 11 custom extended opcodes with audited server↔client contracts.