RAY WORKS

Frontline Forge Engine Roadmap

This document turns the current FFE vision into an execution plan.

It is intentionally more concrete than the high-level portfolio write-up. The goal is to keep engine work tied to playable outcomes, avoid indefinite refactoring, and define a clear boundary between inherited id Tech 4 systems and FFE-owned gameplay architecture.

Purpose

FFE is a long-term fork of the RBDOOM-3-BFG codebase aimed at supporting a grounded, cinematic World War II first-person shooter.

The project should be treated as:

It should not drift into being a Doom 3 content swap with different weapons.

Core Rules

The project follows these rules throughout development:

Current Baseline

The current codebase already has an initial FFE hook in place:

Relevant notes already in the repo:

This roadmap assumes those documents remain the low-level implementation notes, while this file acts as the higher-level execution plan.

Strategic Objectives

The long-term engine and game goals are:

Non-Goals

FFE should avoid spending early years on broad engine ambitions that do not improve the first playable combat slice.

Non-goals for early development:

Technical Direction

Keep, wrap, or replace

Each subsystem should be classified before work starts:

Initial classification:

Architectural boundary

The desired direction is:

Near-term boundary target:

Phased Roadmap

Phase 0: Stabilize The Fork

Goal: establish a reliable working baseline before broad replacement work.

Checklist:

Deliverables:

Exit criteria:

Notes:

Current focus:

Phase 1: Carve Out The Gameplay Layer

Goal: stop scattering FFE logic through Doom-specific pathways.

Checklist:

Deliverables:

Key work:

Exit criteria:

Execution order:

  1. Extract state ownership.
  2. Rewire FFE.cpp around that ownership.
  3. Shrink Game_local.* back to thin hooks.
  4. Update docs to match the new seam.
  5. Rebuild and validate runtime behavior.

Phase 2: First Playable Infantry Slice

Goal: prove the project is becoming a combat game rather than a fork cleanup exercise.

Checklist:

Asset and pipeline checklist:

Gameplay implementation checklist:

Data, defs, and scripting checklist:

Map and encounter checklist:

Validation checklist:

Deliverables:

Key work:

Exit criteria:

Phase 3: Combat Architecture

Goal: build the reusable systems needed for a real campaign mission set.

Deliverables:

Key work:

Exit criteria:

Phase 4: Tooling And Content Pipeline

Goal: reduce friction in building content and testing systems.

Deliverables:

Key work:

Exit criteria:

Phase 5: Renderer And Platform Modernization

Goal: modernize deeper engine systems after gameplay direction is proven.

Deliverables:

Key work:

Exit criteria:

Phase 6: Pre-Production To Production Transition

Goal: decide when FFE stops being primarily an engine experiment and becomes a production foundation.

Deliverables:

Exit criteria:

Priority Order

When priorities conflict, use this order:

  1. Build and runtime stability
  2. Playable infantry-combat slice
  3. Gameplay architecture cleanliness
  4. Tooling and iteration speed
  5. Renderer/platform modernization
  6. Broad polish and presentation

This ordering exists to prevent endless infrastructure work with no playable proof.

Immediate System Priorities

The next systems to focus on should be:

These priorities are intentionally biased toward playability over elegance.

Risks

Risk: "Doom with rifles"

Symptoms:

Mitigation:

Risk: endless engine refactor

Symptoms:

Mitigation:

Risk: tooling becomes the hidden blocker

Symptoms:

Mitigation:

Risk: code ownership drift

Symptoms:

Mitigation:

Documentation Plan

Docs should be layered:

Any major architectural decision should eventually be captured in docs/ with:

Near-Term Action List

The most useful next steps are:

  1. Refactor the current FFE.cpp startup logic into a dedicated FFE runtime state/controller structure.
  2. Define the first true vertical slice map and what counts as "playable."
  3. Replace the prototype startup monster encounter with a human-combat test encounter.
  4. Document the intended gameplay boundary between inherited Doom systems and FFE-owned systems.
  5. Create a short backlog for input, weapon feel, AI prototype behavior, and objective scripting.

Success Criteria

FFE is on the right track when the following become true:

Portfolio Positioning

Externally, FFE should be presented as:

The strongest portfolio evidence will not be the ambition of the plan. It will be a sequence of playable milestones backed by clean technical documentation.

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