PROJECT MAWFORGED TIMELINE

Where did it all being you might ask? It all started back in 2024. When a group of friends gathered and decided to persure a life-time journey. In the following section, we present our roadmap so far

MARCH 2024: THE BEGINNING
MARCH

START OF THE ROAD

The idea for Mawforged is born. an Team of Three begin working on the game.
Vision: The team envisions an underground dwarven-themed adventure game with first-person logistical warfare, open conflict, and an immersive crafting system.
Inspiration: The team draws inspiration from games like Foxhole (logistics), Mordhau, Warhammer: Vermintide, and Dark and Darker.
MVP Development: The team decides to create a Minimum Viable Product (MVP) to test their skills and see if the concept is fun and viable.

APRIL

TEAM ROLES: THE TEAM DIVIDES RESPONSIBILITIES

Challenges: The team faces early challenges with networking and Unreal Engine 5.4, as there are limited resources and tutorials available for the latest version. One person focuses on design.
One person handles programming.
One person conducts research and gathers resources.
First Prototype: The team creates a small spawning area with a cave and a town to test basic mechanics and graphics.

MAY

TEAM EXPANSION

Recruitment: Axiosys joins Reddit, Discord, and forums to expand the team. The team grows from 3 to 12 members.
Diverse Skills: The new team members bring a mix of experience levels, with some having more expertise in game development and others being beginners.
Networking Issues: The team struggles with networking and spaghetti code, as the out-of-the-box Unreal Engine networking system doesn’t scale well for their needs.

JUNE

MVP TESTING

MVP Completion: The team completes the MVP, which includes basic mechanics like crafting, combat, and exploration.
Bugs and Glitches: The team encounters numerous bugs, including T-posing characters, flying NPCs, and clunky animations.
Motion Capture Challenges: The team experiments with motion capture and motion matching but struggles to make animations look smooth in both first-person and third-person views.

JULY

LESSONS LEARNED

Scaling Issues: The team realizes they’ve taken on too much too soon. They learn the importance of not overcommitting and managing resources effectively. Team Management: Konstantinos emphasizes the importance of honesty, communication, and consistency in keeping the team motivated. Burnout: Some team members experience burnout due to balancing full-time jobs and game development. The team decides to focus on sustainable progress rather than rushing.

AUGUST

REFINING THE VISION

Coming back after a 2 week break and revising the vision and setting course.
Niche Identification: The team identifies their target audience: a mix of casual players (who keep the game popular) and hardcore players (who invest time and money).
Game Design: The team refines the game design, focusing on immersive crafting, logistical warfare, and first-person combat.
Community Building: The team starts building a community on Discord and shares updates regularly to keep players engaged.

SEPTEMBER

NETWORKING OVERHAUL

Networking Solutions: A dedicated team member takes charge of overhauling the networking system to improve scalability and performance.
Crafting System: The team works on making the crafting system more immersive, moving away from simple UI-based crafting to a more interactive experience.
Bug Fixes: The team prioritizes fixing major bugs, including animation glitches and networking issues.

OCTOBER

PROGRESS AND CHALLENGES

Team Dynamics: The team faces challenges with resource management and team coordination. Some members leave due to time constraints or lack of interest.
Consistency: The team focuses on maintaining consistency in development, dedicating a few hours each day to the project.
Community Feedback: The team gathers feedback from the Discord community and implements changes based on player suggestions.

NOVEMBER

PREPARING FOR THE WORKSHOP

Workshop Announcement: The team prepares for a major workshop in February 2025, where they will pitch Mawforged for funding.
Polishing the MVP: The team polishes the MVP to showcase at the workshop, focusing on graphics, performance, and core gameplay mechanics.
Marketing:: The team starts creating devlogs and social media content to build hype and attract potential investors.

DECEMBER

REFLECTING ON THE YEAR

Milestones Achieved:
Completed the MVP.
Expanded the team to 12 members.
Overhauled the networking system.
Built a Discord community.

Lessons Learned:
Importance of team management and communication.
Need for realistic goals and sustainable progress.
Value of community feedback and transparency.
Looking Ahead: The team is excited for the workshop in February 2025 and plans to continue refining Mawforged in the new year.

2025 - IN PROGRESS
JAANUARY

STRATEGIC PLANNING AND TEAM REALIGNMENT

Project Assessment: Conducted a comprehensive evaluation of "Mawforged," identifying key areas for improvement and setting clear objectives for the year ahead.
Role Optimization: Reassigned responsibilities to align with each member's strengths, ensuring an efficient workflow and enhanced productivity.

FEBRUARY

FORMALIZATION AND EXPANSION

Company Registration: Officially established the company, registering it in the Swiss commercial register. This legal formalization provides a solid foundation for future operations and potential partnerships.
Talent Acquisition: Expanded the team by recruiting experts in networking, animation, and Unreal Engine 5.4 to address previous technical challenges.

MARCH

NETWORKING OVERHAUL

System Redesign: Initiate a comprehensive overhaul of the game's networking architecture to enhance scalability and performance, ensuring a seamless multiplayer experience. Testing and Optimization: Begin rigorous testing of the new networking system, identifying and resolving potential issues to maintain stability during large-scale player interactions.

APRIL

ANIMATION REFINEMENT

Motion Capture Integration: Implement advanced motion capture techniques to achieve fluid and realistic character movements in both first-person and third-person perspectives.
Quality Assurance: Conduct thorough testing of animations to ensure they meet the desired quality standards and enhance overall gameplay immersion.

MAY

COMMUNITY ENGAGEMENT AND FEEDBACK

Alpha Release Preparation: Develop a limited alpha version of "Mawforged" to share with a select group of community members and testers. Feedback Collection: Establish channels for players to provide feedback, focusing on gameplay mechanics, user experience, and overall satisfaction.

JUNE

CRAFTING SYSTEM ENHANCEMENT

Motion Capture Integration: Implement advanced motion capture techniques to achieve fluid and realistic character movements in both first-person and third-person perspectives.
Quality Assurance: Conduct thorough testing of animations to ensure they meet the desired quality standards and enhance overall gameplay immersion.

JULY

ALPHA TESTING AND ITERATION

Alpha Deployment: Release the alpha version to the selected testers, monitoring performance and gathering data on player interactions.
Iterative Improvements: Analyze feedback and gameplay data to identify areas for enhancement, implementing necessary changes to address issues and improve overall quality.

AUGUST

BETA VERSION DEVELOPMENT

Feature Completion: Finalize all core features and content intended for the MVP, ensuring they are fully functional and integrated seamlessly.
Beta Testing Framework: Prepare for a broader beta release by establishing testing protocols, selecting a diverse group of testers, and setting clear objectives for the beta phase.

SEPTEMBER

BETA RELEASE AND FEEDBACK INTEGRATION

Beta Launch: Deploy the beta version to a wider audience, focusing on stress-testing servers, balancing gameplay, and identifying any remaining issues.
Comprehensive Feedback Analysis: Collect and analyze feedback from beta testers, prioritizing critical fixes and quality-of-life improvements.

OCTOBER

PERFORMANCE OPTIMIZATION

Technical Enhancements: Address performance bottlenecks, optimize load times, and ensure compatibility across various hardware configurations.
Final Bug Fixes: Resolve any outstanding issues identified during the beta phase, ensuring a stable and polished experience for players.

NOVEMBER

MARKETING AND PRE-LAUNCH PREPARATIONS

Marketing Campaign Execution: Launch a strategic marketing plan, including devlogs, social media outreach, and collaborations with influencers to build anticipation for the official release.
Launch Readiness Assessment: Conduct a thorough review of all game systems, ensuring readiness for the MVP launch and addressing any last-minute concerns.

DECEMBER

MVP LAUNCH

Official Release: Launch the Minimum Viable Product (MVP) of "Mawforged," offering players a polished experience that encompasses core gameplay mechanics, an immersive crafting system, and robust multiplayer functionality. Post-Launch Support: Establish a dedicated support system to address player feedback, implement updates, and ensure a dynamic and evolving game environment.

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