MVP Roadmap
~17 working days across 10 blocks. Each block is independently testable and leaves the prototype playable. Click through for full specs.
See GDD: MVP Build Schedule for the canonical scope summary.
Systems First
No models, textures, animations, or audio. UE5 Modeling Tools geometry, primitive static meshes, text labels, placeholder UMG widgets only. Art passes happen after all systems are proven end-to-end. If it doesn’t affect a stat, a resource counter, or a game rule, it doesn’t belong in the MVP build.
Implementation Approach
- C++ for math-heavy and collection-iterating logic (stat calculations, encounter resolution, loot generation, upkeep ticks). All exposed as
UFUNCTION(BlueprintCallable). - Blueprint for procedural gameplay flow, UI wiring, and rapid iteration.
- Data architecture:
UDataAssetsubclasses for hand-authored records (<20 per type: raccoon types, stations, raid targets, encounters).UDataTablefor uniform-schema bulk data (gear items, milestones). - Runtime state lives on
UGameInstanceSubsystemsubclasses (persists across level loads, globally accessible). - No BSP. Use UE5 Modeling Tools for blockout geometry (outputs real Static Meshes compatible with Nanite/Lumen).
Schedule
| Block | Days | What it proves | |
|---|---|---|---|
| - [ ] | 1. Foundation | 2 | Walkable blockout hideout, station volumes, core data model |
| - [ ] | 2. Raccoon Roster | 1 | Persistent named raccoons, Scout + Hauler, roster UI |
| - [ ] | 3. Raid Board & Dispatch | 2 | Target selection, crew assignment, dispatch flow, 2 targets |
| - [ ] | 4. Raid Resolution | 2 | Timer-based raids, encounters, fail states, loot generation |
| - [ ] | 5. Loot & Economy | 2 | Resource counters, loot intake, food routing, auto-convert valuables |
| - [ ] | 6. Training & Upkeep | 2 | Stat training, food upkeep tick, starvation/desertion |
| - [ ] | 7. Expansion Loop | 2 | Upgrade Desk, 2 new targets, Distractor unlock, recruitment |
| - [ ] | 8. Gear & Crafting | 1 | Gear Bench, 3 items, equip/unequip affecting stats |
| - [ ] | 9. Progression Hooks | 1 | Milestones, unlock gating, quest log |
| - [ ] | 10. Polish & Playtest | 2 | 3rd encounter, economy balance, bug sweep, end-to-end playtest |
| Total | 17 |
After MVP — Art Pass
Once all systems loop end-to-end with blockout geometry and placeholder UI: environment modeling, station props (Vision Pillar #3), raccoon models + animation, UI skinning, VFX, audio. Art layers on top of proven gameplay.
Current Block
Not started.