267 lines
8.6 KiB
Markdown
267 lines
8.6 KiB
Markdown
# Six-Month MVP Definition
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## Purpose
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The six-month MVP is the smallest playable proof that Agrarian is more than an
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Unreal template and more than a terrain experiment. It must show the beginning
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of the long-term game: a player enters a real place, struggles to survive,
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improves their odds through gathering/crafting/fire/shelter, and can return to
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some preserved progress.
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The MVP is not a public launch, not the full economy, and not the full
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Earth-scale world. It is an investor/internal/closed-test build that proves the
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foundation is worth expanding.
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## MVP Statement
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The six-month MVP qualifies when a small test group can launch a Windows build,
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enter the Ground Zero map, select a basic realistic character, survive a
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compressed day/night cycle, interact with a real 1 km x 1 km terrain tile,
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gather resources, drink water, craft primitive tools, make or use fire, build or
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use primitive shelter, experience meaningful survival failure, and return after
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a restart with core world progress preserved.
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## Target Test Audience
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Primary audience:
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- internal development testing;
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- investor/demo review;
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- a small closed-test group once the build is stable.
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Target player count:
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- minimum proof: 2 players connected to the same server;
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- target closed-test smoke group: 4 players on one server;
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- stretch test: 8 players if the dedicated/listen server path is stable.
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The MVP should not be judged by MMO population, open-world scale, or long-term
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economy concurrency.
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## Required MVP Pillars
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### Startup And Entry
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Required:
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- Agrarian Studio splash/startup identity appears;
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- required Unreal/Epic attribution and copyright/demo notice are present;
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- the motto `What survives after you are gone?` appears in the startup flow;
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- the player reaches a simple character-selection landing page;
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- the player can choose a realistic young adult male or female character option
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with average proportions, even if final character art is still placeholder;
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- the player enters the Ground Zero map.
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Excluded:
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- full character creator;
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- polished cinematic intro;
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- account creation flow;
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- Steam/Epic entitlement flow.
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### Ground Zero Map
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Required:
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- the default playable map is the Ground Zero 1 km x 1 km real terrain tile;
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- terrain scale is verified as 1 km x 1 km;
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- the tile has source/generation metadata;
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- Ground Zero tile package lookup/download/cache proof exists through the tile
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server;
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- water, slope, shoreline/coastal handling, and immediate resources are good
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enough to support the survival loop;
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- map boundaries or soft limits prevent players from treating missing
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neighboring tiles as broken content.
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Acceptable first-pass biome/resource accuracy:
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- biome and resource placement must be believable for the Ground Zero region;
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- wood, stone, fiber, water, rabbit/meat/hide, and basic forage/medicine
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placeholders may be approximate;
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- exact vegetation species, exact abundance, and final ecological simulation are
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not required;
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- resource density can be tuned for playability as long as the result still
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feels regionally plausible;
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- all approximation should be documented when it matters to future terrain or
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biome passes.
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Excluded:
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- full Earth-scale streaming;
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- multiple production-ready regions;
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- perfect hydrography, roads, land-cover, or vegetation classification;
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- final ocean/bathymetry simulation;
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- final World Partition streaming budget.
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### Survival Loop
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Required:
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- hunger, thirst, stamina, health, body temperature, and injury are represented;
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- hunger, thirst, cold/exposure, and injury/damage can threaten survival;
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- the player can gather primitive resources by hand;
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- the player can drink or collect water;
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- the player can craft at least one useful primitive tool;
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- the player can craft or use fire;
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- the player can build or use primitive shelter;
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- weather and time affect survival pressure;
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- death or another meaningful failure path works;
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- early play is difficult but learnable.
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Excluded:
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- full disease system;
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- full medicine system;
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- complete cooking and food preservation;
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- full corpse/backpack/inheritance loop;
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- advanced combat.
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### Time And Weather
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Required:
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- default gameplay calendar remains `4 real hours = 1 in-game day`;
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- server owns time and replicates it;
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- day/night presentation should mimic the Ground Zero region as the system
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matures;
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- weather states affect survival pressure;
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- deterministic fallback weather exists if live weather is not ready.
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Excluded:
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- complete sunrise/sunset astronomy accuracy;
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- full live weather provider integration if not stable;
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- crop/livestock/aging timelines beyond documented design direction.
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### Multiplayer
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Required:
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- at least two players can join the same session for a smoke test;
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- player stats, inventory, time, weather, resources, build pieces, fire/shelter,
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and relevant world state replicate well enough to test together;
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- server authority is maintained for critical gameplay actions;
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- missing tile behavior is defined.
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Excluded:
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- open matchmaking;
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- polished dedicated-server deployment portal;
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- MMO-scale population;
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- full reconnect UX beyond the persistence smoke target.
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### Persistence
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Required:
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- core placed shelter/fire/build progress can survive restart where implemented;
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- player/world save data uses versioned records where practical;
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- active Ground Zero tile ID/package version are part of persistence design;
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- manual/admin save path exists;
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- persistence limitations are documented.
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Target for MVP acceptance:
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- a test can gather/craft/place, save, restart, and confirm the important
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player/world state still exists.
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Excluded:
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- complete account identity system;
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- complete database-backed persistence service;
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- long-term migration tooling for every future save shape;
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- full economy ledger implementation.
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### UI And UX
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Required:
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- basic survival HUD or debug/HUD equivalent shows critical stats clearly enough
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to test;
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- interaction prompts exist or the test flow otherwise makes interactions clear;
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- inventory and crafting can be tested without hidden developer-only knowledge;
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- death/failure state is understandable enough for testers;
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- UI scales acceptably on common desktop resolutions.
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Excluded:
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- final HUD art;
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- final accessibility pass;
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- polished menu suite;
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- public onboarding/tutorial.
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### Build And Operations
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Required:
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- Windows packaged development build can be created from the repo;
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- packaged build launches on a clean Windows test machine or Windows-Builder;
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- known startup/rendering fallback path is documented;
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- tile endpoint used by the build is documented;
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- backup and restore expectations are documented;
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- critical known issues are tracked before investor/closed-test sharing.
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Excluded:
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- store-ready Steam/Epic deployment;
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- installer polish;
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- crash telemetry service if not yet selected;
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- automated patcher.
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## Explicit MVP Exclusions
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These are not required for the six-month MVP:
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- full Earth-scale world;
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- large multi-region terrain streaming;
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- complete farming;
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- complete livestock/domestication;
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- family/generation/inheritance systems;
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- complete settlement governance;
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- land-claim economy;
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- full trade UI or market;
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- AGR token utility;
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- wallet linking;
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- real-money marketplace;
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- Steam/Epic public release;
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- polished production characters;
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- MetaHuman final integration;
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- final art/audio pass;
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- advanced AI ecosystems;
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- vehicles, boats, tractors, or horses;
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- long-term legal/compliance launch package;
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- public anti-cheat and moderation suite.
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## Acceptance Checklist
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The MVP can be called ready for the six-month target when:
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- packaged Windows build launches;
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- startup flow reaches character selection;
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- player enters Ground Zero;
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- two-player smoke test connects;
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- one player can gather, drink, craft, make/use fire, and use shelter;
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- one meaningful survival failure path works;
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- one full compressed day/night survival test passes or has documented known
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gaps;
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- weather/time survival pressure works at a basic level;
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- core world progress can survive restart for the implemented persistence scope;
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- Ground Zero tile delivery proof remains valid;
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- no critical crash blocks the first 30 minutes of testing;
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- known missing features are listed as exclusions or future roadmap items.
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## What Success Looks Like
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The MVP succeeds if a tester can say:
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- this is clearly Agrarian, not a template;
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- the real terrain direction is visible;
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- survival feels grounded and a little difficult;
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- tools, fire, shelter, and knowledge make survival easier;
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- the world remembers enough to see the persistence direction;
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- the next roadmap phases are credible.
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The MVP fails if it relies on explanation instead of play, if basic survival
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cannot be completed, if the build cannot launch, or if the project tries to
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include long-term systems before the survival foundation is stable.
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