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New-Orleans-in-the-Shadows/Notes/MVP Outline.md
2025-12-24 16:32:12 -06:00

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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.