Roadmap
Development milestones from project foundation through open beta. Each phase builds on the previous, adding depth to the gameplay loop, the world, and the platform.
Foundation
Project scaffolding, monorepo setup, and core infrastructure. Next.js web app, Babylon.js game client skeleton, Colyseus server with basic room, and Supabase database schema with RLS policies.
- Turborepo monorepo with pnpm workspaces
- Next.js web app with auth, characters, and play launcher
- Babylon.js scene initialization with PBR pipeline
- Colyseus room with player join/leave and state sync
- Supabase schema: users, characters, contracts tables
- Subdomain architecture and middleware routing
Walking the World
Basic movement, terrain rendering, and multiplayer presence. Players can move through a terrain chunk, see other players, and interact with the environment at a basic level.
- WASD movement with server-authoritative position
- Terrain chunk loading with heightmap and splat maps
- Hardware-instanced trees and foliage
- Player name plates and basic animation
- Client-side interpolation for smooth remote player movement
- Performance overlay (F3) for debugging
Ironvale Comes Alive
The town of Ironvale with NPCs, basic interaction, and the contract board. Players can accept contracts, talk to NPCs, and begin structured gameplay loops.
- Ironvale town zone with buildings and interior spaces
- NPC dialogue system with branching responses
- Contract board: accept, track, complete, and turn-in
- Basic inventory system
- Town services: forge, healer, tavern, market
- Day-night cycle with lighting transitions
Combat & Contracts
The core gameplay loop: accept contracts, venture into the wilderness, fight enemies, and return to town. Combat is action-based with weapon-specific movesets.
- Melee combat: blade, staff attack combos
- Ranged combat: bow aiming and projectile physics
- Enemy AI: patrol, aggro, attack patterns, retreating
- Dragon memory abilities tied to lineage choice
- Contract types: hunt, escort, gather, explore
- Death and respawn mechanics
Living World
The deed system, public events, and town evolution. Player actions have visible consequences — the town grows, the wilderness changes, and the community shapes the world.
- Deed board: public record of player accomplishments
- Town evolution based on collective player progress
- Public events: invasions, trade caravans, festivals
- Reputation system affecting NPC behavior
- Player housing and town building contributions
- World-state persistence across server restarts
Polish & Content
Content expansion, visual polish, audio, and the cosmetic shop. Preparing for a wider audience with stability, performance, and a complete new-player experience.
- Additional zones: Wolfpine Woods, Ashroot Mine, The Old Road
- Music and ambient sound design
- Particle effects: fire, magic, weather
- Cosmetic shop with direct pricing (no loot boxes)
- Tutorial and onboarding flow for new players
- Performance optimization pass for low-end hardware
Open Beta
Public release with full gameplay loop, multiple zones, and community features. Focus on server stability, anti-abuse measures, and player feedback integration.
- Public access at thedracor.com
- Horizontal scaling: multiple room instances
- Moderation tools and reporting system
- Analytics and telemetry for balancing
- Community feedback pipeline
- Ongoing live ops and content cadence