๐ MUD Game Platform Development To-Do List
This checklist is structured to build foundational features first, followed by gameplay mechanics, multiplayer, administration, and optimizations.
๐ Phase 0: Project Planning
-
Define Vision & Scope of the Platform
- Write a high-level product vision and key goals
- Create phased development plan
-
Establish Naming Conventions & Folder Structure
- Standardize service names, package structure, and code conventions
- Document folder and repo layout for multi-service organization
-
Draft Technical Architecture Diagrams
- High-level service map
- Data flow diagrams between client/editor/server
- Deployment architecture (e.g., Kubernetes clusters, CI/CD flow)
-
Miscellaneous
- Write initial design for each microservice
- Investigate transaction support for microservices
- See Transaction Strategies
- Document gRPC endpoints and compensating actions
- Describe Saga orchestration components in the shared library
- Provide example workflows (e.g., user registration)
- Implement dedicated TCP Proxy Service bridging Telnet clients to the Gateway
- Finalize Spring Cloud Gateway design
- Update README after all services are defined
- Finalize architecture design documentation and diagrams
- Document service responsibility matrix
- Remove legacy Game Management Service and redistribute duties
- Conduct final review of all design documentation
- Address any missing diagrams or cross-references discovered during review
- Expand
CONTRIBUTING.md
with onboarding instructions - Populate
FAQ.md
with common questions - Add service-level design README links to central architecture docs
-
Expand
docker-compose.yml
to include all services -
Create baseline Kubernetes manifests or Helm charts for deployment
- Add Deployment and Service YAML manifests for each microservice
- account-service
- automation-scripting-service
- entity-management-service
- game-design-service
- game-logic-service
- game-session-service
- logging-admin-service
- social-groups-service
- spring-cloud-gateway
- tcp-proxy-service
- world-management-service
- Create Kubernetes
NetworkPolicy
manifests to restrict service communication- Document network policy usage in architecture docs
- Add Deployment and Service YAML manifests for each microservice
๐ ๏ธ Phase 1: Core Infrastructure & Basic Services
Immediate Next Steps
- Configure Gradle protobuf plugin and generate gRPC stubs
- Apply
com.google.protobuf
Gradle plugin in each service module - Verify Java sources are generated under
build/generated
after./gradlew build
- Apply
- Add base
application.yml
configuration and profiles- Create default
application.yml
with dev and prod profiles - Externalize database and Redis settings via environment variables
- Create default
- Implement PostgreSQL and Redis Docker containers for local dev
- Add
postgres
andredis
services todocker-compose.yml
- Provide default credentials and mounted volumes for local data
- Include
.env.sample
with default environment variables - Document connection settings in
DEVELOPER_SETUP.md
- Create Docker volumes for persistent databases
- Verify services start via
docker compose up
- Confirm each service logs
Started
without errors
- Add
Behavior and Orchestration Planning
-
Define core service responsibilities and runtime behaviors
- Outline tick flow, session management, reconnect logic, and command execution
- Document game instance lifecycle diagrams
-
Write sample gameplay use cases and trace the end-to-end flow
- Example flows: LOGIN, MOVE, CAST_SPELL
-
Identify the data each service needs to handle those flows
-
Derive minimal data models and proto schemas based on real usage
-
Refine shared DTOs and gRPC contracts from concrete examples
-
Document Redis key naming conventions and locking scheme
-
Create Gradle modules for all services with placeholder sources
-
Add base Spring Boot Application classes for each service
-
Generate skeleton controllers and service classes for each microservice
-
Define base entity and repository classes for core domains
- Account Service:
Account
andProfile
entities with JPA repositories - Entity Management Service:
Character
,Item
,NPC
entities - World Management Service:
Room
andRegion
entities - Game Session Service:
GameInstance
entity - Game Design Service: design-time schema entities
- Social & Groups Service:
ChatMessage
,Guild
,FriendLink
entities - Logging & Admin Service:
LogEvent
andModerationAction
entities - Automation & Scripting Service:
ScriptDefinition
entity - Create DTO records and MapStruct mappers
- Account Service:
-
Create a Common Package for Shared Microservice Code
- Implement common request/response DTOs for inter-service communication
- Implement
ApiResponse
,ResultStatus
, andGlobalExceptionHandler
- Implement centralized logging utilities
- Implement gRPC interceptors for logging and metrics
- Implement authentication & authorization utilities (OAuth2, JWT helper methods)
- Implement database connection utilities (PostgreSQL, Redis connectors)
- Implement base configuration classes for service discovery and shared properties
- Implement common exception handling & error response structures
- Implement configuration management (centralized properties, environment handling)
- Enforce
tenantId
validation for create endpoints across all microservices - Publish common package to internal repository (Maven/Gradle)
- Add
common-library
README with usage examples - Extend firemud-common with saga orchestration support
- Define
saga
schema tables for step tracking and state - Implement fluent API for saga orchestration
- Add gRPC call helpers with retry and compensation hooks
- Document example saga usage
- Define
- Replace placeholder classes with real implementations
-
Set up Git repository and development workflow
-
Implement CI/CD pipeline for automated builds, testing, and deployment (see CI/CD Pipeline)
- Ensure CI/CD includes the common package build process
-
Define API contracts & inter-service communication (REST, gRPC, WebSockets)
- Ensure API contracts include standard error handling and request validation
- Configure gRPC infrastructure with mTLS certificates for internal calls
- Install cert-manager and store certificates as Kubernetes Secrets
- Implement hot reload for TLS certificates and JWKS keys across services
-
Define high-level architecture & microservices boundaries
-
Choose technology stack (Spring Boot, PostgreSQL, Redis, WebSockets, Kubernetes, etc.)
-
Set up Docker and Kubernetes for containerized deployment
-
Configure Flyway-based database migrations for each microservice
-
Implement service discovery for internal microservices (Spring Cloud, Eureka, Consul, or Kubernetes-native)
- Ensure common package includes service discovery utilities
-
Set up centralized logging & monitoring (Fluent Bit, Elasticsearch, Kibana, Grafana, Prometheus, OpenTelemetry, Alertmanager)
-
Define security best practices (OAuth2, JWT, RBAC, input validation, rate-limiting)
-
Ensure authentication utilities from common package integrate seamlessly
-
Implement Spring Security configuration for each microservice using common components
-
Add initial protobuf IDL files for all microservices based on sample flows
- Account Service proto definitions
- Game Session Service proto definitions
- World Management Service proto definitions
- Entity Management Service proto definitions
- Game Logic Service proto definitions
- Automation & Scripting Service proto definitions
- Game Design Service proto definitions
- Social & Groups Service proto definitions
- Logging & Admin Service proto definitions
- Payment & Monetization proto definitions (Account Service)
- TCP Proxy Service proto definitions
- Spring Cloud Gateway proto definitions
- Shared common types
-
Integrate proto generation into CI workflow
-
Expose
/actuator/health
endpoints for service monitoring- Add
spring-boot-starter-actuator
dependency to each service - Enable health endpoint in
application.yml
- Add
-
Configure Kubernetes readiness and liveness probes
-
Add metrics and tracing instrumentation for all services
- Configure Micrometer with Prometheus registry
- Enable OpenTelemetry tracing via
spring-boot-starter-otel
-
Coding Kickoff Checklist
- Add baseline
Dockerfile
for each service - Create Gradle tasks to build Docker images for each service
- Verify
./gradlew :<service>:build
succeeds for every module - Add a minimal
README.md
in each service with local run instructions - Configure Flyway and add initial
V1__init.sql
for all microservices - Implement basic JPA entities and repositories in Account Service
- Set up protobuf generation with gRPC stubs
- Implement
PingController
endpoint in each service for basic health check - Add unit tests for
PingController
endpoints to verify service startup - Add gRPC
PingService
stub in each service to validate connectivity - Update each service
README.md
with links to design docs and proto definitions - Add Docker Compose health checks for PostgreSQL, Redis, and all services
- Enable Spotless plugin for code formatting
- Add GitHub Actions workflow to build and publish Docker images for each service
- Integrate
markdownlint
in CI build - Add pre-commit hooks for Spotless, Checkstyle, and markdownlint
- Configure static analysis tools
- Add Checkstyle rules for code style enforcement
- Integrate SpotBugs for static bug detection
- Generate JaCoCo coverage reports in CI
- Integrate container and dependency scanning (Trivy) in CI
- Establish base integration test setup using Spring Boot Test with Testcontainers for PostgreSQL and Redis
- Finalize API schemas from concrete gameplay flows
- Database schema diagrams for each microservice
- Example Flyway migration scripts
- Create ERD diagrams and baseline Flyway scripts for all services
- Produce entity relationship diagrams for initial domain models
- Add
V1__init.sql
migrations for each service database- account-service
- automation-scripting-service
- entity-management-service
- game-design-service
- game-logic-service
- game-session-service
- logging-admin-service
- social-groups-service
- spring-cloud-gateway
- tcp-proxy-service
- world-management-service
- Configure Flyway plugin in each service build file
- Verify migrations run on startup
- Provide optional dev data seeding scripts for each service
- Document REST endpoints and gRPC method flows in each microservice README
- account-service/design/README.md
- automation-scripting-service/design/README.md
- entity-management-service/design/README.md
- game-design-service/design/README.md
- game-logic-service/design/README.md
- game-session-service/design/README.md
- logging-admin-service/design/README.md
- social-groups-service/design/README.md
- spring-cloud-gateway/design/README.md
- tcp-proxy-service/design/README.md
- world-management-service/design/README.md
- Summarize controller routes in each service
design/README.md
- Include example request/response payloads
- Provide sample cURL commands for REST create endpoints
- Provide example
grpcurl
commands for gRPC create methods - Link to corresponding proto files
- Generate OpenAPI specs and publish Swagger UI
๐ ๏ธ Phase 2: Account & Game Operations
-
Develop Account Service
- Implement user registration and authentication (OAuth2, JWT)
- Implement session management and persistent logins
- Implement role-based access control (RBAC) for admins, moderators, and players
- Enable external account linking (Google, Discord, Steam)
- Implement profile system with achievements, game history, and social features
- Implement player data export & deletion (GDPR compliance)
- Create
AccountController
REST endpoints- Provide POST
/accounts
and/profiles
for account creation flows
- Provide POST
- Create JPA repositories for
Account
andProfile
- Add gRPC AccountService with proto contract
- Expose JWKS endpoint for token verification
- Use saga orchestrator for account creation workflow
- Implement self-service account recovery
- Add optional 2FA for admin and moderator roles
-
Expand Game Session Service
- Implement game instance lifecycle (start, stop, restart)
- Support multi-tenancy for hosted games
- Implement tick orchestration using Redis for command queues
- Implement Lua-based staging, commit, and rollback scripts for tick transactions
- Implement distributed lock acquisition in Redis for tick updates
- Implement tick replay and crash recovery logic
- Persist session state in Redis for reconnect recovery
- Enforce single-session control per character (session takeover on new login)
- Manage runtime feature flags and expose toggle API via Logging & Admin Service (Versioning & Runtime Configuration)
- Plan for cross-region sharding and session handoff
- Implement
game_manifest
table for version coordination - Emit gameplay analytics for operators
- Create
GameSessionController
REST endpoints- Add endpoint to create and start new game sessions
- Add gRPC GameSessionService with proto contract
-
Expand Game Design Service
- Provide game templates and configuration tools
- Enable publishing of game versions
-
Use saga orchestrator for game publishing workflow
-
Ensure domain services copy data by
version_id
and never query the design database at runtime -
Create
GameDesignController
REST endpoints for design CRUD operations- Support creation of new games, worlds, and abilities
-
Create gRPC GameDesignService and design-time database models
-
Develop Email & Notification System
- Implement email verification & password resets
- Implement in-game notification system for events & messages
- Configure SMTP provider and test templates
- Document email and notification design in
account-service/design/README.md
- Add asynchronous NotificationService components with gRPC endpoints
- Create
NotificationController
REST endpoints- Provide APIs for sending in-game notifications to accounts
๐ ๏ธ Phase 3: Game World & Entity Persistence
-
Develop World Management Service
- Implement world map storage (rooms, regions)
- Implement instance-based game spaces (e.g., dungeons, player housing)
- Define instance rules, expiration, and persistence
- Implement world event scheduling system (seasonal events, resets)
- Implement environmental effects & persistent world state (weather, dynamic NPC behaviors)
- Implement travel & navigation system (movement, teleportation, pathfinding)
- Implement A* or Dijkstra-based pathfinding for NPCs & movement validation
- Create
WorldController
REST endpoints- Expose POST
/rooms
and/regions
for world creation
- Expose POST
- Add gRPC WorldManagementService with proto contract
- Use saga orchestrator for world creation workflow
- Provide tools to fine-tune procedural generation rules
- Support multi-server world shards
-
Develop Entity Management Service
- Implement player character storage
- Implement NPC storage and data structures
- Implement item and inventory management
- Implement entity stats and progression tracking
- Implement NPC respawn rules and timing
- Implement cross-game account linking (allow single account across multiple hosted games)
- Create
EntityController
REST endpoints- Provide creation APIs for characters, items, and NPCs
- Add gRPC EntityManagementService with proto contract
- Implement entity graph caching for fast lookups
- Support complex crafting recipes
-
Implement Persistence Strategy
- Use PostgreSQL for primary storage
- Use Redis for transient session state and ephemeral gameplay coordination
- Implement world saving/loading system
- Implement per-instance state persistence
- Configure Redis cluster with AOF persistence and replica failover
๐ ๏ธ Phase 4: Game Logic & AI
-
Develop Game Logic Service
- Implement command parsing & validation
- Implement action processing (movement, interactions, combat)
- Implement roleplay actions & emotes
- Implement event-driven logic processing (triggers, world events)
- Implement action aliases system (custom command mappings)
- Create
GameLogicController
REST endpoints- Allow creation of custom commands and abilities
- Add gRPC GameLogicService with proto contract
- Add scripting hooks for custom actions
- Optimize performance for large-scale battles
-
Develop Automation & Scripting Service
-
Implement state-driven & event-driven NPC behaviors
-
Implement procedural world generation
-
Implement scripted events for game mechanics and NPC interactions
-
Implement AI memory & dynamic NPC behaviors (NPCs remember past player interactions)
-
Implement player vs. environment (PvE) mechanics (random encounters, environmental hazards)
-
Implement faction & reputation system (players gain faction reputation over time)
-
Implement NPC aggression states (hostile, neutral, passive)
-
Implement NPC fleeing/surrender logic
-
Implement NPC formations & squad AI
-
Add gRPC AutomationService with script execution API
-
Create
ScriptingController
REST endpoints- Upload and manage script definitions via REST
-
Create sandboxed script runtime
-
Support hot reloading of scripts published by the Game Design Service
-
Provide web UI for script creation and testing
-
Add advanced AI modules for complex behaviors
-
Enforce fairness quotas and per-script resource limits
-
Define Telnet bridge gRPC APIs for TCP Proxy Service
-
-
Develop Trading & Economy System
- Support in-game currency and player transactions
- Implement auction house and player-to-player trading
- Implement dynamic resource spawning & distribution (controlled item & resource generation)
- Implement tax & fee system for in-game economies
- Implement player-run shops/stalls
- Implement black market & underground economy system
-
Develop Leveling & Progression System
- Implement experience tracking and level progression
-
Develop Crafting & Item System
- Support item creation and crafting mechanics
๐ ๏ธ Phase 5: Game Design & Customization
-
Develop Game Design Service
- Implement world editing & customization tools
- Implement scripting & event design tools
- Build a visual scripting editor using a component-based DSL
- Sandbox script execution with quotas via the Automation & Scripting Service
- Implement ability & action design tools
- Implement item & equipment balancing tools
- Track version history and patch notes for published games
- Build a web-based visual design interface
- Integrate version control for design assets
-
Expand Scripting & Modding
- Implement event-driven scripting API for game creators
- Implement in-game modding/plugin framework
- Implement scripted AI behaviors for NPCs
๐ ๏ธ Phase 6: Multiplayer & Social Features
-
Develop TCP Proxy Service
- Implement Telnet networking and WebSocket bridging
- Buffer Telnet input and discard on disconnect to support reconnection
- Initialize
TcpProxyServiceApplication
with Netty server (implement connection pipeline) - Create base Spring Boot application skeleton
- Enforce Telnet command whitelist and input sanitization
- Implement connection throttling and rate limits
- Support TLS termination for secure Telnet clients
- Add gRPC
TelnetSessionService
for handshake and session creation
-
Develop Spring Cloud Gateway
- Handle API routing and request validation
- Terminate TLS and forward traffic to internal services using mTLS
- Collect connection metrics and throttle abusive clients
- Create gateway route configuration files for all services
- Add baseline route configuration for Spring Cloud Gateway
- Create
GatewayController
endpoints for dynamic route management- Allow creation of custom gateway routes via API
- Add gRPC
GatewayManagementService
for remote route configuration
-
Develop Social & Groups Service
- Enable cross-game friend lists and social graph
- Support private messages, global chat, and guild channels
- Implement player-to-player mail system (asynchronous in-game messaging)
- Allow players to form and manage guilds
- Implement guild ranking & permissions system
- Implement shared guild storage and alliance system
- Provide rich moderation tools for chat
- Add optional voice chat integration
- Create
SocialController
REST endpoints- Add APIs for guild creation and friend requests
- Add gRPC
SocialService
for guild and friend management - Use saga orchestrator for guild creation workflow
๐ ๏ธ Phase 7: Moderation & Restrictions
-
Develop Logging & Admin Service
- Collect logs from all services and provide search dashboards
- Allow players to report others for abuse/violations
- Store logs for admin moderation and auditing
- Expose runtime feature flag toggles (Versioning & Runtime Configuration)
- Provide analytics dashboards for operators
- Define moderation policies including profanity filters
- Integrate Alertmanager for automated alerts
- Deploy Fluent Bit sidecars to forward logs to Elasticsearch
- Create
LoggingController
REST endpoints for searching logs via Elasticsearch - Add gRPC
LoggingService
for log search operations - Evaluate adopting a zero-trust network model for internal traffic
- Create Saga Dashboard to inspect workflow states and failures
- Integrate saga metrics and timeout recovery
- Use saga orchestrator for multi-service admin operations (bans, content revocation)
- Build role-based admin UI
- Create
AdminController
REST endpoints- Expose ban and moderation creation APIs
- Add gRPC
AdminService
for moderation actions
-
Implement Banning & Restriction System
- Implement IP bans, temporary suspensions, and game-specific restrictions
-
Implement Anti-Spam & Rate Limiting
- Prevent chat flooding, command spamming, and abuse
-
Implement Player-Owned Housing or Personal Areas
- Allow players to โownโ rooms or private spaces in games with permissions
๐ ๏ธ Phase 8: Monetization & Payment System
- Develop Monetization & Payment System
- Integrate Stripe or similar for in-game purchases
- Support subscriptions, one-time purchases, and donations
- Enforce platform fee on transactions
- Implement refund & chargeback handling
- Use saga orchestrator for cross-service purchase workflows
- Create
payment_transaction
andsubscription
entities in the Account Service - Add gRPC
PaymentService
endpoints for billing operations - Create
PaymentController
REST endpoints- Provide endpoints for payment intents and subscriptions
- Define proto contracts for payment and subscription flows
- Add Flyway migration scripts for payment tables
- Document monetization design in
account-service/design/README.md
- Implement virtual currency system (game-specific currencies)
- Implement premium hosting tiers & features for game creators
- Implement platform-controlled ad system (for free-to-play games)
- Implement revenue-sharing system for game creators
๐ ๏ธ Phase 9: Testing & Pre-Launch Preparations
-
Implement Automated Unit & Integration Tests
- Develop unit tests for core services (command parsing, actions, world updates)
- Implement integration tests for multi-service interactions
- Add integration tests for each serviceโs create endpoints
- Validate saga workflows for account and world creation
- Perform API testing with Postman, RestAssured
-
Conduct Load & Security Testing
- Simulate high-concurrency scenarios to identify bottlenecks
- Run load tests using JMeter, Gatling, or Locust
- Implement security testing (OWASP ZAP, penetration tests, rate limiting)
-
Deploy Staging Environments for Playtesting
- Perform multi-user playtests and gather feedback
-
Write Developer Documentation for Game Creators
- Provide API references for scripting & integration
- Guide for setting up and configuring hosted games
๐ ๏ธ Phase 10: Deployment & Post-Launch Iteration
-
Monitor Logs & Fix Issues in Production
- Track errors, crashes, and performance issues
- Implement hotfixes for immediate problems
-
Scale & Optimize Performance
- Implement horizontal scaling (Auto-scaling, Load Balancer)
- Optimize database queries & network traffic handling
- Define backup & disaster recovery strategy (see Backup & Disaster Recovery Plan)
- Deploy Velero for scheduled Kubernetes and PostgreSQL backups
- Configure production snapshots as described in Backup & Disaster Recovery Plan
-
Iterate on Features & Add More Game Customization
- Expand game customization options for hosted games
- Improve scripting capabilities & developer tools
-
Onboard Game Creators & Improve UX
- Develop tutorials & guides for game creators on customizing worlds and configuring hosted games
- Gather feedback from early users & iterate on UI/UX
- Add MCP support for AI assisted game creation
-
Enhance Saga Orchestration
- Add timeout detection and automatic recovery
- Support declarative saga definitions via YAML or annotations
- Integrate saga events with logging and metrics
๐ ๏ธ Phase 11: Community & Funding
- Set up financial contribution options
- Add PayPal donation link
- Configure GitHub Sponsors profile
- Create Patreon page