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Interactive Release Timeline • Click Any Milestone Below

Dunwell DevStudio — Development Roadmap

Select a milestone node on the timeline below to inspect live v1.0 features and upcoming architectural upgrades.

In Active Development • Release Date: TBC

v1.1: Integrated "Advanced Mode" Toggle & 3D Game Engine Bridges

Scoped for the v1.1 update, Dunwell DevStudio introduces a Progressive Disclosure UI architecture controlled by an integrated Advanced Mode toggle switch—helping users progress from foundational AI coding to automated 3D engine pipelines without overwhelming beginners or bloating local LLM token budgets.

Interactive Feature Comparison: What the Toggle Unlocks

Compare Standard Mode vs. Advanced Mode Capabilities:

Standard Mode (Default) Advanced Mode (Power Users)
Persisted in %APPDATA% as "advanced_mode": false — Optimised for fast local GGUF inference & clean onboarding.
Workspace Controls & UI
Core Multi-Agent Coding Workspace

Presents the streamlined 3-Helper interface, Quick Ideas, plain-English guides, and local model selection without intimidating engine configuration panels.

LLM Context & Token Budget
Zero External MCP Schema Bloat

Zero external Model Context Protocol (MCP) tool schemas are loaded into system prompts by default—keeping local models fast, lightweight, and responsive.

Dynamic Help Section
Core Workspace & Prompting Guides

Displays foundational documentation covering connecting LM Studio/Ollama, 3-Helper workflow basics, and hardware tier optimisation.

Layer 1 • Direct C++ & Headless Builds

Automated C++ Gameplay & Details Panel Sliders

Agents write .h and .cpp files directly into your project's Source/ directory and run background headless compilation via Visual Studio C++ build tools to verify builds and self-correct errors. By inserting UPROPERTY(BlueprintReadWrite, EditAnywhere) macros, every gameplay variable is exposed as an interactive slider inside Unreal Engine's visual Details Panel.

Layer 2 • Disposable Editor Scripts

Zero-Setup Spatial Maths & Batch Alignment

Communicates with Unreal Engine's built-in Python Editor Script Plugin over a local socket to fire temporary import unreal utility scripts—performing 3D mesh bounding-box calculations, level layout alignment, and batch asset processing in seconds before automatically cleaning up temporary files.

Layer 3 • Universal Local HTTP/SSE MCP Bridge

Unreal Engine 5.8, Blender & Godot Integration

Built around a local HTTP/SSE Model Context Protocol (MCP) client (e.g., http://127.0.0.1:8000/mcp) that connects cleanly to Unreal Engine 5.8, Blender, and Godot without requiring external Node.js or system PATH dependencies. Structured JSON tool menus prevent smaller local LLMs from hallucinating API functions.

Coordinated Multi-Agent Workflows

3-Role Division, AGENTS.md & "Grill Me" Mode

Expands agent orchestration across a Lead Architect Agent, a C++ Gameplay Agent, and a Level & Editor Agent. Includes persistent AGENTS.md project rulebooks, automated Markdown context handoffs, and a native "Grill Me" Spec-Interview Toggle that interviews you on scope, camera style, and tunable parameters before writing code.