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

69 lines
2.3 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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.