The Plan
Roadmap + long-term vision for Doomsday Delivery Service and Mandatory Fun Games.
Why this page exists
I’m building Doomsday Delivery Service (DDDS) as the flagship game for Mandatory Fun Games. Right now I’m still mostly solo, so I’m focusing on the unglamorous foundations first: systems, stability, and a playable loop.
The long-term goal isn’t just “finish one game.” The goal is to build a studio and—eventually—a physical space: Mandatory Fun Arcade & Testing Lab, with a program called the Mandatory Fun Indie Showcase.
The 3 Tracks
Everything falls into three parallel tracks. The key rule is that the arcade track must never slow down DDDS development.
- Track 1 — DDDS Development: Build the flagship game.
- Track 2 — Mandatory Fun Games: Studio identity, devlog, community.
- Track 3 — Arcade & Testing Lab: Long-term physical location + Indie Showcase.
Phase 0 — Where I am right now
DDDS is currently in the “foundation building” stage. These aren’t flashy features, but they’re the backbone of the game.
- Terminal-style UI / “DDDS OS” presentation
- Main menu + boot/shutdown vibe
- Employee lifecycle: death → respawn/printing pipeline
- Package handling (pickup/carry/drop) and delivery validation
- Drop-off zone logic + mission flow groundwork
Main constraint: time. Development is slow because it’s still mostly just me—and that’s built into this plan.
Phase 1 — The Vertical Slice (the first real milestone)
The next major goal is a vertical slice: one complete, playable loop that proves DDDS works as a game. Not the full game—just a full slice.
What the vertical slice must include
- Training Level (the onboarding and tone-setter)
- One full mission (start → delivery → extraction / completion)
- Drone connection mechanic (stay connected, consequences if you lose it)
- Package loop (pickup → carry/beam → drop-off → confirmation)
- At least 1–2 enemy/hazard types
- Death/respawn + the “Employees are disposable” message
- Obituary / memorial output after the run
Definition of Done: A player can boot the game, learn the basics, complete one real mission, fail and recover, and clearly understand what the game is.
Phase 2 — Community Growth (while I build)
While the vertical slice is being built, the devlog stays active. I’m not waiting until the game is perfect to show progress.
- Devlog posts for major milestones
- Discord updates for active development notes
- Occasional Reddit posts for broader visibility
- Short clips/screenshots when something “clicks” visually
Goal: build trust, not hype. Consistent progress beats big promises.
Phase 3 — Public Demo
Once the vertical slice is stable, I’ll release a public demo. The demo is meant to do two things: collect feedback and prove DDDS has an audience.
- Training level
- One full mission
- Basic upgrades (small taste of progression)
- 2–3 hazards/enemies to show variety
Phase 4 — Funding Options (only after the demo works)
Funding only makes sense once the game is playable and the core loop is validated. At that point, I can pursue:
- Crowdfunding (Kickstarter)
- Grants (especially veteran-friendly programs)
- Publishing conversations (if it makes sense)
- Community support (merch, bundles, etc.)
Goal: accelerate development without compromising the project’s identity.
Phase 5 — Mandatory Fun Indie Showcase (the long-term community pillar)
This is where the bigger vision kicks in. The Mandatory Fun Indie Showcase is a program designed to help small indie teams who have little to no marketing budget.
What it will do
- Let indie studios showcase their games in a real public space
- Give developers real playtesting feedback
- Create exposure for prototypes and early builds
- Help players discover weird, experimental, underdog projects
How it could be funded
- Cabinet rental: studios rent a machine for a time period
- Revenue share: split earnings from that cabinet
- Hybrid: small listing fee + split revenue
The main point: keep it fair and accessible, while still covering costs and helping the arcade stay sustainable.
Phase 6 — Partnerships (Full Sail is the dream partner)
I want to work with Full Sail University (my alma mater) and other schools to create a path for student games to be showcased publicly.
- Student showcase weekends
- Graduation/portfolio spotlights
- Game jam partnerships
- Industry feedback nights
Schools get a real-world showcase venue. Students get playtesting + exposure. The arcade stays fresh with rotating content. Everybody wins.
Phase 7 — Mandatory Fun Arcade & Testing Lab (the physical location)
The final long-term goal is a real location (ideally in a high-traffic area like a mall) that works as:
- A retro arcade
- An indie game store + merch shop
- A public playtesting lab
- A showcase venue for indie studios
- A home base for Mandatory Fun Games
Important: this happens after DDDS proves itself. The game comes first.
The simple version
- Build the DDDS vertical slice.
- Release a demo and grow the community.
- Use that momentum to fund finishing DDDS.
- Build partnerships (especially Full Sail).
- Open Mandatory Fun Arcade & Testing Lab.
- Launch the Mandatory Fun Indie Showcase program inside it.
STATUS: BUILDING THE FOUNDATION.
NEXT MILESTONE: VERTICAL SLICE ONLINE.
CORE DIRECTIVE: KEEP BUILDING.
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