Here is a great place to share what the MVP is for your project.
Since I am following along with your RPG course (with the newly released content), my MVP is that my game will, at a minimum, have all the features yours does. Hopefully it will have more, since I am using my own assets and making my own game while following along, but it will at least have all the features the course project does.
My MVP is a walking simulator with all story choices implemented and art assets matching feel of concept art. Player will be able to move and select objects.
My MVP is a map of rooms with items that you can pick up and use. I am aiming for a small project that will be similar to the game Shadowgate for the NES
My MVP is to finish 5 (short) levels in my platformer/shooting game, followed by a boss fight. (Metal slug/Cuphead style game.) The levels should have enemies that shoot back (currently a minimum of two enemy types), and the basic mechanics should be finalized. The target is to have the short prototype (about 15-20 minutes of playtime) uploaded to simmer.io to start gathering feedback.
I’m working on a simple platformer. My current MVP is to implement the basic control of the game. The player should be able to move in the game’s world (run and jump) and to interact with it (use levers and hit enemies or objects).
it was made in two weeks by the way using procedural systems and photogrammetry. Probably could have made it even faster with macros…
My MVP is a short procedurally generated dungeon crawler. One basic weapon, one or two basic spells, and a couple simple enemy types. The intent is for there to be 2-player co-op. Damage is dealt to players and enemies appropriately, and the game will end when the dungeon is cleared.
My MVP is at the moment: a playable game with the semi completed art work done. Currently making the isometric art at the moment and learning about randomising tiles with Tilemaps and creating artwork for it.
Looks awesome keep it up!
I have made a very short third person metroid-like prototype. It has all the main mechanics coded (although some of them aren’t shown in the prototype) and my next major iteration is to blockout the complete level without any details, just basic shapes, implementing the rest of the mechanics I coded so it can be played from start to finish.
This is the current state of the prototype: https://moisesjpelaez.itch.io/emilys-journey
@moisesjpelaez I had a quick look. Nice work.
@Rick_Davidson Unreal Cinematics Training Course When will you be releasing the course in Udemy?
Some time this month, most likely in the next week or so.