BerryGames
Open Source

BerryGames

A Minecraft server network running up to 500 slots, built on a family of in-house plugins named after berries, with seven minigames, a progression system, and a Symfony site plugged into a XenForo forum.

Start date

September 2018

Status

Archived

Team

4 members

About the project

BerryGames was a Minecraft minigame network, and the oldest thing in this portfolio: the first commit lands in September 2018, on a minigame plugin called WitchRush. The architecture was split across a family of plugins, each named after a berry. GooseBerry was the BungeeCord proxy routing players between servers, CloudBerry the Spigot API shared by every game, SkyBerry the server core, and StrawBerry a REST API exposing player data to the website. A Hub held the lobby, with its own progression showing coins, credits, level, and experience. Seven minigames ran on top: SkyWars, BedWars with eight teams and diamond generators, GroundFall and its TNT scoring, Catfight, Pvpwall, Pitchout, and WitchRush. Players earned blueberries and credits, and end-of-game screens summarised what each round had given them. Staff had tools inside the game rather than a separate back office: a friends system, and a server management menu switching a server between Public, Beta VIP, and Maintenance without leaving Minecraft. The public face was a Symfony site plugged into a XenForo forum, listing live player counts per game next to the Discord feed. A React redesign was started in early 2021 and never finished. The nine repositories were archived between 2020 and 2022.

Impact and metrics

500

Slots

Capacity announced in the server list

7

Minigames

From SkyWars to WitchRush

9

Repositories

Plugins, API, site, and redesigns

Key features

Seven minigames

SkyWars, BedWars, GroundFall, Catfight, Pvpwall, Pitchout, and WitchRush, each with its own rules and maps

Server network

A BungeeCord proxy routing players across Spigot servers, with a shared API and a server core underneath

Progression and currencies

Coins, credits, blueberries, levels, and experience carried between games and shown on the lobby scoreboard

In-game staff tools

A management menu switching a server between public, beta VIP, and maintenance without leaving the game

Community site

A Symfony site plugged into a XenForo forum, showing live player counts per game and the Discord feed

Friends system

Adding and following players across the network, from an in-game interaction menu

Technologies used

Java

Every plugin on the network

Spigot

Game servers, the shared API, and the server core

BungeeCord

Proxy routing players between servers

Symfony

Community site and its REST consumption

XenForo

Forum and accounts behind the site

React

Unfinished site redesign from 2021

Gallery

Lobby, with the progression scoreboard

Lobby, with the progression scoreboard

SkyWars, with map voting and kits

SkyWars, with map voting and kits

BedWars, eight teams and diamond generators

BedWars, eight teams and diamond generators

End of a GroundFall round and its rewards

End of a GroundFall round and its rewards

Friends menu and server management, both inside the game

Friends menu and server management, both inside the game

Community site, with live player counts per game

Community site, with live player counts per game

The team

Antoine Kingue

Antoine Kingue

Web Developer

Jérémy Baudrin

Jérémy Baudrin

Backend Developer

Arthur Danjou

Gameplay Developer

Lucas Bodin

Lucas Bodin

Designer

Challenges encountered

  • Routing players across several servers while keeping the network feeling like one place

  • Carrying currencies, levels, and progress between games running on separate servers

  • Writing a distinct game loop, scoreboard, and reward table for each of the seven games

  • Giving staff the tools to run the network from inside Minecraft rather than a back office

  • Plugging a Symfony site into a XenForo forum so accounts and posts stayed in one place

Key learnings

  • Most of the work went into the proxy, the API, and the core before a single game could ship

  • Player counts and the Discord mattered more to the network than any individual feature

  • Builders, moderators, and community staff left no commits, so the repositories credit a fraction of the people involved

  • Running a network taught server architecture, moderation, and release management earlier than any client project would have

Future perspectives

All nine repositories are archived, and the network is offline

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