feature: Initial commit

This commit is contained in:
Keith Solomon
2025-12-24 16:32:12 -06:00
commit 5de6756130
5 changed files with 180 additions and 0 deletions

68
Notes/MVP Outline.md Normal file
View File

@@ -0,0 +1,68 @@
# Development steps to MVP (rough outline)
## Phase 0 — Pre-production (13 days)
- Define the 3 MVP classes: what skills matter, what gear matters
- Define initial city districts/landmarks (pure flavor in MVP, but helps UI):
- French Quarter, CBD, Garden District, Bywater, Ninth Ward, “The Sprawl”
- Decide the pacing levers:
- energy regen rate, job cooldown, training duration, job generation cadence
## Phase 1 — Foundations (auth, layout, DB)
- Bootstrap project (Laravel + Postgres + Tailwind v4 build)
- Auth + basic account pages
- Global layout + navigation + dark cyberpunk base styling
- Seed tables: races, classes, skills
**Deliverable:** register/login, create character, view character sheet.
## Phase 2 — Core progression scaffolding
- Energy system (regen, caps, spend/restore rules)
- Skill system (levels/xp, modifiers via class/race)
- Add initial items + vendors (even a tiny catalog)
**Deliverable:** character can gain skills and buy items (even if items are “flat bonuses” initially.
## Phase 3 — Mr. Johnson job system (the heart)
- Job templates + job generator (daily refresh + per-player list)
- Job acceptance + resolution (success chance formula)
- Job outcomes: payout + xp + small chance of injury/penalty (optional MVP spice)
**Deliverable:** playable loop: jobs → rewards → progression.
## Phase 4 — Training
- Training actions per class
- Timed sessions (start now, finish later)
- Resolution on completion (xp gain, maybe small failure chance)
**Deliverable:** long-form progression path besides jobs.
## Phase 5 — Hirelings (gap-filler)
- Hireling catalog + purchase
- Add hirelings to job run (affects success chance / unlocks tag requirements)
- Profit cut applied on success
**Deliverable:** jobs can require tags that the player can satisfy via hirelings.
## Phase 6 — Banking + economy sanity
- Deposit/withdraw UI + endpoints
- Basic economic balance pass:
- job payouts vs vendor pricing
- early-game progression speed
**Deliverable:** cash loop + safe storage.
## Phase 7 — MVP hardening
- Anti-cheat basics (server-side validation everywhere)
- Rate limiting for actions
- Logging + audit trail for money changes and job results
- Basic admin screens for job templates/items/vendors
**Deliverable:** MVP that wont fall over the moment someone gets curious.