MVP Final Decisions & Architecture
MVP Scope before ccl
This document outlines the implementation paths for our MVP before CCL Start.
0. ECRD Projects (Core Prototypes)
Before building the actual game, everyone will take ownership of one or a mix of one core mechanic. The goal is to compleate all semester assignments(ECRD/3D) and have a playble solid foundation of a game before ccl4 start.
- Module 1: Multiplayer(Luki)
- Goal: Get players in a server together, join lobby.
- Tech: PurrNet.
- Module 2: Cooking / Interaction System (Laurens)
- Goal: Pick up an item (raw meat), put it on a station, wait for a timer, and pick up the changed item.
- Tech: Raycasts, UI progress bars, inventory, PickUp SO.
- Module 3: Level Transitions / Delivery(Timon)
- Goal: Prove we can fake the spaceship flight, and deliver orders from one scene to another.
- Tech: Delivery Manager, Immersive Scene Transitions.
- Module 4: Level Movement(Jona)
- Goal: Advanced Character Controller and movement for specific levels.
- Tech: Custom gravity, Jetpacks (stretch goal), Zip-Lines/Grappling hook.
- Module 5: Combat & Enemy AI(open)
- Goal: A basic NavMesh enemy that chases the player. The player can attack to destroy it and spawn a "meat" cube.
- Tech: Unity NavMesh, Health System, Projectiles, Ragdolls.
1. Scene transitions / Ship Movement
Decision: The ship is a physically simulated object, but players cannot walk around while it is moving.
- The Flow: Players interact with seats to lock themselves in. The Pilot selects a destination. A warp sequence plays, and the ship "lands" in the new scene.
- The AAA Implementation Trick (The Hyperspace Window):
- Lock Down: When the pilot pulls the lever, all player controls are disabled and their cameras are locked to their seats.
- The Blinder: A massive "Warp Speed" particle effect completely covers the outside of the windows so players cannot see the environment. Camera shake and heavy audio rumble are applied.
- The Swap: While the windows are blinded, Unity runs
SceneManager.LoadSceneAsync()in the background to load the new planet. - The Landing: The ship model is spawned into the exact landing pad coordinates of the new scene. The particle effect fades out to reveal the new planet. A loud "thud" plays, and player controls are unlocked. Immersion is maintained without ever moving the ship across a real distance.
2. World & Level Design
Decision: A mix of enclosed Terrains and Asteroid Clusters.
- Planet Surfaces: We will use standard Unity Terrain surrounded by some kind of barrier eg. high crater walls/mountains to fake a planetary landing without dealing with spherical gravity.
- Space Debris: Other levels will consist of floating asteroid clusters (using standard meshes) where players must navigate gaps and platforms using their advanced movement mechanics.
3. Gameplay Flow & Pacing
Decision: Separate Homebase & Delivery Instances.
- The Flow: Players have a dedicated Homebase(lobby) where the cooking and preparation happen peacefully. Once prepped, they board the ship, transition to the hostile level, and execute the delivery/collection phase.
- The Vibe: Segmented pacing. High-stress action in the field, followed by a sigh of relief and strategic cooking back at the base.
4. Delivery Flow
Decision: Running (Base) with Vehicle Upgrades (Stretch).
- Base Implementation: Players must physically carry the deliveries by running.
- Upgrade Path: Jetpacks and Delivery Bikes will be included as mid-to-late game upgrades to speed up the delivery process once the levels get larger.
5. Combat System
Decision: High-impact, consumable weaponry.
- Arsenal: One-shot/low-ammo guns, dedicated melee weapons, and throwables.
- Focus: Combat should feel deliberate and punchy, forcing players to manage their limited resources against the NavMesh enemies.
6. Resource & Collection Management
Decision: Hybrid Economy (Collection-Heavy).
- The Economy: Players must primarily collect raw ingredients in the hostile world and bring them back to the ship.
- The Shop: Players can buy missing ingredients with their money between rounds, but the prices are balanced to be expensive. This ensures manual foraging is always the most lucrative option, keeping the risk/reward loop intact.