DevLog 00

How We Got Here

26 August 2026

Western Spiral Arm (working title) is a cockpit-led space combat MMO. The shortest, most direct pitch I have is: Feels like X-Wing, but it's really X-Wing in Guild Wars 2 clothing. Classic flight-assist starfighter combat — planes in space, not 6DOF — inside a persistent world of zones, events, and a world story "front line" that moves because of what players actually do in game.

This first DevLog entry covers everything before the first line of engine code: where the idea came from, what the game is, and the six weeks of design that this build now stands on.

Development proper starts today.


It all started as a search for a game to play

I have this really bad habit: when I start looking for a game, I usually can't find it and I end up designing one. This is the first one I thought was really worth actually building.

I wasn't looking to make anything. I was looking for something to play.

I play Guild Wars 2. It's my go-to game, and I've had a lot of time in the last 12+ years to think about how it was built. That being said, I was in a drifty phase, probably on-set by the announcement of GW3 and the slow wrap on new development of GW2. I've done my stint with Overwatch and Fortnite. I cannot play 4X games. 4X games are crack to me; I can't put them down. Dawn comes up and bites me. I won't touch 'em. Cold turkey stays cold. What I wanted was a space flight sim — and nothing had scratched that itch since the original X-Wing. Elite Dangerous felt samey. EVE Online is a lifestyle more than a game. X-Wing from EA? My mother told me that if I have nothing polite to say, say nothing. I tried various recommendations. None of them was the game I was looking for. I came to the conclusion that was because the game I was looking for doesn't exist.

So the question changed shape from Where is that mythical space-sim? to Why can't the original X-Wing be made multiplayer?

So then I began to research. History says it was tried: X-Wing vs. TIE Fighter, 1997. Failed on execution — it shipped without a campaign — not on premise. There have been others, but this isn't a history lesson. One thing that stood out as a key component was story, and campaign. And in the intervening time GW2 quietly solved that problem: Who's the protagonist in a multiplayer story? Answer: Everyone! Every player is The Commander, or The Wayfinder or, in our case, Captain.

This brought me to the larger picture, especially since space is naturally located, and not a continuous streaming world: If GW2 has solved the STORY issues, can we leverage the instanced model of zones, metas, and a progressing story? Everyone has their own story. Yet everyone comes together at the briefing. Everyone launches from the fighter bay in a heap. Everyone forms up to meet the threat. Commanders, with carrier space, organizing the fight. Multiple simultaneous goals to defeat that threat. Shields to take down. Armored modules to crack. Fighters to deal with. Bombers to intercept and knock off their attack run.

I kept asking "Why not this?" and "Why not that?" The answer kept coming back "There's no good reason." The bad habit had struck again, but this one was really good.

What the game is

The core loop, as it stands on paper:

And some early rulings that shape everything downstream:

Building it: the ground rules

I'm one developer. That fact drives every technical decision, and three rules were set before anything else:

  1. Networked from day one. The single biggest cause of death for indie multiplayer projects is bolting networking on later. Here, even single-player is a server with one client. The very first playable milestone isn't a fun demo — it's a hundred headless clients flying dead-reckoned shapes while I measure tick rate and bandwidth. Prove the skeleton before dressing it.
  2. Everything is data. Code is verbs; data is nouns and numbers. Events, enemies, ships, and loadouts are all definitions the systems read — which is what makes a one-person content pipeline survivable.
  3. Plan your Dive and Dive your Plan. Everything is planned on paper before any work is done. No fishing expeditions. No rescues. You will see in the Six weeks on paper that I am trying to predict and design as much as I can before committing any work in any engine with any code.

The stack is Unreal Engine 5 with its modern networking and mass-simulation systems, targeting around a hundred concurrent pilots per zone instance.

Off-the-shelf flight kits were evaluated and rejected — the deciding factor was networking architecture, and that told me the order of operations: networking package first, flight sim fitted into it.

I use AI-assisted tooling openly in the programming workflow — that's part of what makes a solo project at this scope thinkable at all, and it'll be visible throughout these logs.

The art side has its own story and deserves its own post. My background includes physical model-building and miniature work for screen. Exactly how that craft translates to a digital pipeline is a topic for a proper workshop entry down the line.

Six weeks on paper - The Dive Plan

Here's what "designing one" actually looks like, dated. Dates are taken from each document's last edit, so most entries cover several days of work leading up to them. I didn't think to keep a proper log, so the actual dates are a bit forensic. Everything below happened before a single line of engine code.

Early July — Inception

9–14 July — The design consolidation week

15–22 July — Money, pipeline, and infrastructure

Late July – early August — Family holiday

10–22 August — System deep-dives

23–24 August — Architecture week

Day 1 — 26 August 2026

What happens next

That line matters: In a perfect world, everything above it is design; everything after it is build. That's never going to be true. What we have done is enough proof of concept and design shape that we can get started; that we must get started. There is a lot of design yet to come, but we need to get to our first gate so we know we are a go and we can stick to our 90 day schedule.

Today — Wednesday 26 August — is Day 1 of the development clock.

First up is the least glamorous milestone imaginable: a server, a hundred fake clients, and a bandwidth graph. If that holds, flight feel comes next, then the first zone and the first meta event.

Posts here will be short and roughly fortnightly, aligned to what actually got built. If there's a quiet stretch, there'll be a quiet log — I'd rather write "wrestled the build system for a week" than pad.

The clock is running.