RiftForged Systems Architecture & Roadmap

Building a server-authoritative MMO from the metal up means definitive timelines are a trap. I do not sugar-coat the development process, and I prioritize deterministic technology that actually works over marketing fluff.

Here is the exact state of the custom C++ engine and where the architecture is heading next.

Phase 1: Pre-Alpha [FINISHED]

  • Integrated Bullet Physics for the vertical slice (Custom RiftPhys engine swap planned post-launch) - DONE
  • RiftNet + Handler + EventBus E2E test complete with P95/P99 Results - DONE
  • Initial Character & Class System Design implementation started - DONE
  • Basic RiftStep Mechanics AND Combat Mechanics tested on the server - DONE
  • Data-driven architectural rewrite for modular abilities and full combat logic - DONE

Phase 2: Alpha [LIVE / IN PROGRESS]

  • Deployment of Open Alpha Technical Test Server - LIVE
  • First Combat Abilities - DONE
  • Data-Oriented Abilities for Level 1-9 PER CLASS - DONE
  • First Playable Zone & Enemy AI - DONE
  • Creation of Passive Tree System - Core logic finished, needs UI integration
  • Inventory Systems - Core logic finished, needs UI integration
  • Persistence + Launcher - Done, aiming for zero wipes during Alpha
  • Elemental Combat System Refinement - Half finished, enough for Alpha
  • Early Crafting System Prototyping - Half finished, pending UI
  • Social Features - Basic local chat working, expanding UI
  • Environmental Interaction Prototypes - In Progress

Phase 3: Beta [UPCOMING]

  • Expand Passive Tree Systems - Math done, needs UI
  • Expanded World Content & Lore Integration - In Progress
  • Advanced Crafting & Itemization Systems - In Progress
  • Guild Systems Integration
  • Engine Performance Optimization & Bug Fixing
  • Open Beta Release

Phase 4: Launch & Beyond [UPCOMING]

  • Full Game Release
  • Regular Content Updates & Expansions
  • Community Events & Seasonal Content
  • Cross-Platform Support (Pending)
  • Post-Launch Quality of Life Enhancements

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