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MVP (prototype) concept

MVP (prototype) concept

May 14, 2026

MVP overview

Scope

  • 1 small camp.
  • 1 small dungeon (5–7 rooms, linear or slightly branching).

Playtime

One full run takes about 5–10 minutes for a fresh player.

Goal

Accept a quest in the camp → enter dungeon → kill enemies and get loot → defeat mini‑boss → return/finish quest.

Core gameplay loop

Moment‑to‑moment loop for the MVP:

  1. Spawn in camp, see your character and a single quest‑giver NPC.
  2. Click on NPC → accept “Clear the Crypt” quest.
  3. Enter dungeon from a portal/door.
  4. Click‑to‑move through rooms, fight 2 types of enemies, pick up loot.
  5. Reach final room, defeat a mini‑boss.
  6. Return to camp (auto‑teleport or exit door) and turn in quest → gain XP and level up once.

Systems included in the MVP

These are the must‑have systems I implement for the MVP (everything else goes to “later”).

Character & stats (minimal)

  • One generic “Adventurer” character, no classes.
  • Stats: max_hp, hp, attack_power, defense, move_speed, xp, level
  • Progression: max level 2 or 3; each level up just increases max_hp and attack_power by a fixed amount (no talent trees yet).

Movement & navigation

  • Click‑to‑move top‑down/isometric control using NavigationRegion2D + NavigationAgent2D on the player.
  • Simple camera following the player with a small smoothing.

Combat

  • One main attack input: right‑click.
  • Auto‑target: attack the closest enemy in a small radius around the click or the player.
  • Damage formula: damage = attack_power minus enemy armor, clamped to at least 1.
  • One active skill:
    • Example: a short‑range cone slash that does increased damage, with a 3–5s cooldown.

Inventory & loot

  • Inventory as small 2×4 grid.
  • Item types for MVP: one weapon, one armor, health potion.
  • Equipment: weapon slot, armor slot.
  • Loot: enemies drop gold and a chance to drop weapon/armor or potions.

AI (enemies & NPCs)

  • Enemies:
    • Melee skeleton: chases player when in vision range, basic attack.
    • Ranged cultist: keeps distance, shoots simple projectile.
  • Behaviors can be implemented with a tiny state machine: Idle → Chase → Attack → Dead.
  • NPC: one quest giver in the camp with a simple dialog box (no branching).

Quest & progression

  • One main quest: “Clear the Crypt”:
    • Objective: kill N enemies and kill the mini‑boss.
  • Optional side quest: “Bring me 3 Bones” (collect a specific item from enemies).
  • Simple quest log UI: a panel listing current quest and objectives, no fancy journal.
  • On completion: give XP, a better weapon and gold.

UI / UX

  • Health bar for player.
  • For enemies: a small health bar above their head.
  • Minimal menus:
    • Pause menu (Resume / Quit).
    • Simple options (master volume).

Saving (for MVP)

Save only player level, inventory, and gold in a single slot.

Systems explicitly not in this MVP

Pushing these to “post‑MVP”:

  • No talent trees or complex stat allocation.
  • No crafting, enchanting, or item upgrading.
  • No multiple camps or acts.
  • No complex dialogue choices, branching narratives, or factions.
  • No procedural dungeon generation (hand‑built small map only).
  • No advanced AI behaviors like flanking, formations, etc.

Concrete content list

A precise “checklist” of content to implement.

World & maps

Camp map:

  • 1 small open area with:

    • Player spawn point.
    • 1 quest‑giver NPC.
    • 1 dungeon entrance (door/portal).
  • Dungeon map:

  • 5–7 rooms linked linearly or lightly branching.

  • Rooms include:

    • 2 small combat rooms.
    • 1 larger mid‑room with mixed enemies.
    • 1 final room or mini-boss.

Enemies

  • Skeleton Grunt (melee): medium HP, slow chase, melee attack.
  • Cultist (ranged): lower HP, stays at medium distance, shoots projectile at intervals.
  • Mini‑boss: higher HP, same logic as melee skeleton but more damage and maybe occasional charge attack.

Player

“Adventurer” with:

  • 1 basic attack.
  • 1 active skill (cone slash).

Items

  • Weapon: Staff
  • Armor: Tattered Armor (starting) → Cloth Armor (dungeon chest or drop).
  • Consumables: health potion (drops and maybe 1–2 in dungeon chests).
  • Currency: gold (just a number; can be used later for shop NPC).

Quests

  • Main quest: “Clear the Crypt”: kill N enemies (e.g. 10) + defeat Bone Knight (mini-boss).
  • Optional side quest: “Bring me 3 Bones” (collect item drops, turn in for extra XP/potion).

Implementation order for the MVP

Logic first, visuals later approach.

  1. Core skeleton

    • Set up camp and dungeon scenes with placeholder tiles and colliders.
    • Implement player spawn, scene transitions camp ↔ dungeon.
  2. Movement & camera

    • Click‑to‑move using NavigationAgent2D.
    • Camera follow + basic smoothing.
  3. Combat prototype

    • Basic player attack that damages a dummy enemy.
    • Health/damage model for player and enemies.
    • Active skill with cooldown, no fancy VFX yet.
  4. Enemy AI

    • Implement melee skeleton AI with simple states (Idle/Chase/Attack).
    • Duplicate/extend for ranged cultist and mini‑boss.
  5. Inventory & loot

    • Inventory backend + equipment slots.
    • Simple UI to equip weapon/armor and see stats update.
    • Loot drops from enemies → add to inventory.
  6. Quest system

    • Quest data + manager listening to kill events and boss death.
    • Quest giver NPC starting and turning in the main quest.
  7. Minimal UI & UX

    • Health bar, XP/level display, basic quest panel.
    • Hit feedback (simple flashes or numbers).
  8. Short content pass

    • Place enemies and loot through the dungeon.
    • Tune HP/damage so a full clear is ~5–10 minutes.
  9. Polish pass (still placeholders)

    • Fix obvious bugs.
    • Make sure the entire loop (camp → quest → dungeon run → boss → turn in) works cleanly.
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