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:
- Spawn in camp, see your character and a single quest‑giver NPC.
- Click on NPC → accept “Clear the Crypt” quest.
- Enter dungeon from a portal/door.
- Click‑to‑move through rooms, fight 2 types of enemies, pick up loot.
- Reach final room, defeat a mini‑boss.
- 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.
Core skeleton
- Set up camp and dungeon scenes with placeholder tiles and colliders.
- Implement player spawn, scene transitions camp ↔ dungeon.
Movement & camera
- Click‑to‑move using NavigationAgent2D.
- Camera follow + basic smoothing.
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.
Enemy AI
- Implement melee skeleton AI with simple states (Idle/Chase/Attack).
- Duplicate/extend for ranged cultist and mini‑boss.
Inventory & loot
- Inventory backend + equipment slots.
- Simple UI to equip weapon/armor and see stats update.
- Loot drops from enemies → add to inventory.
Quest system
- Quest data + manager listening to kill events and boss death.
- Quest giver NPC starting and turning in the main quest.
Minimal UI & UX
- Health bar, XP/level display, basic quest panel.
- Hit feedback (simple flashes or numbers).
Short content pass
- Place enemies and loot through the dungeon.
- Tune HP/damage so a full clear is ~5–10 minutes.
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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