Dev Log #004 — The First Database Sketches
This week was spent doing something that probably sounds boring to most people: database planning.
While Firetorn still exists mostly on paper, I've started mapping out how various systems might connect to one another behind the scenes.
Crimes need to connect to players. Vehicles need to belong to players. Travel needs to track destinations and arrival times. Organizations will need memberships, ranks, and permissions.
None of these systems have been built yet, but understanding how they connect now should prevent major problems later.
One thing has become increasingly clear: Firetorn is growing far beyond a simple crime game.
The project now includes enough planned systems that organization and scalability have become major priorities.
For now, the focus remains on creating a strong foundation rather than rushing into development.
Good architecture isn't exciting, but it often determines whether a project succeeds or fails years later.