The Indie Expedition
Stage 2 - Ending the MVP
You’ve started building your MVP and you’re done. Maybe you aren’t. Maybe you’re almost done. Half done.
You’re seven weeks in and you’ve made those first steps. Some people have made a lot more of them. I think. No, I know they have. Most of this page is being written months before the Indie Expedition started for the first time. But I already know how this part is going to go. And it’s an important conversation to have.
Everyone taking part in the Indie Expedition. Whether you’re in the first intake, or one years later, you’re all going to move at your own pace. And it’s an important lesson to learn. Someone is going to be single, sleeping 6 hours a night and working on their indie game 90 hours a week. They’re going to produce a lot of content. Someone else is married with 3 kids and fitting in their little side project between naps, playdates, episodes of Stranger Things and long hours at work. And that’s ok.
The whole premise of the Indie Expedition is one simple thing: There is a version of your game you can launch on December 1st.
Say it with me. Say it now. You’ve made the pledge. So say it again. You’re launching a game on December 1st. And you’re going to change the plan until that happens.
It’s the final day of the MVP, and some of you aren’t finished. And right now, today, you need to be ok with it. Life is complex and messy and difficult, so is making games. What do you do? Work out why you haven’t finished your MVP. Is it too complex? Did you not have enough time? Did you not spend enough time? Find the answer , form a plan.
That’s how the Expedition works. You plan.
So. It’s up to you, get planning.
From MVP to Game - A shift in thinking
You’ve finished, or you’re going to finish your MVP. That’s a huge milestone. But more importantly, it’s a critical one.
It’s more than a simple test, it’s more than a point in the Indie Expedition to look back on, it’s a core component of finishing. To release a game, you need a game. A finished product. You need someone who isn’t you to be able to play it, use it, do things with it. That means menus, and saving and coming into it, and exiting again.
This matters for you as much as it does for players.
So with your MVP done, what’s next? It’s time to build your game. Really build it. And that’s going to be a shift in thinking. The key here is to not change too much of it.
Your MVP had shortcuts and cut corners. You were looking to get the minimum version of things in place. The smoke and mirrors, to fake everything you could.
Ready for the bombshell? You need to do the same thing right now. And for the rest of the process. We’re kicking off Stage 3 of the Indie Expedition. Expand.
This is the biggest section. This is where you’re building your game. And it’s the easiest place to fall over and fall apart. I need you to still focus on economics for every week, every piece of it. You’re still short on time, with so much to do.
Your Game Summary is more important than ever. Don’t start deviating. It’s a bible, strict unbreakable rules. What you’re going to need now is in your Game Lists or your GDD is to add a couple of new sections. Future plans, and Wishlists.
Future Plans are things you identify as you go. You found some in your MVP. Things to make your game better, things you’re absolutely going to do. Things the game “needs”. So put them on the list. Don’t forget about them.
Wishlists. Easy. These are all the new ideas you have. OMG you could have pets in your RPG, why didn’t you think of that earlier? Wait, this game would be so much cooler if we could land on these planets and explore.
Put it on the list. Maybe you come to it later, maybe the act of writing it down solved your creative itch. But you need to make note of it and then stick to your plan.
So, the plan. Now that you’re about to build a game. You need to think about what scales and what doesn’t. You need to think about the time to build something versus the time it saves.
Let’s talk about non scalable components.

What is a non scalable component?
Scalable components are the tools, components, pieces of your game that can change and adapt. It’s a character controller with adjustable jump height so two different types of character can have their own abilities. Or making yourself bigger when you collect a power mushroom.
It’s a quest system that allows you to add new quests, easily expand, edit the text, translate it into a new language. It’s an item system that pulls from a central list and updates the name of your healing potion everywhere it’s used instead of hard coding values into a component. And then when you rename “healing potion 4” to “Superior health potion” you need to edit it in 3 places. Otherwise, the quest offers a “Superior Health Potion”, the player picks up “Healing potion 4” and in the inventory they see “Health potin 4” spelling mistake and all.
Scalable systems include building game managers, and blackboards to hold data. It means you can add a quest location or a new town to your map and it automatically works as expected. And they’re amazing systems to have. A well designed game is going to have a lot of them.
A well designed game is going to have systems that make it easy to edit, expand and modify your content. And we’re going to talk about that during Phase 3. In fact we’ll have a couple of weeks entirely dedicated to tools and systems you need. It’ll seem a little contradictory. But that’s too simple of a view.
These tools are amazing when you have the time to build them. A well built quest system lets you easily add quests, assign them to things.
But it takes time to build them. It could be hours, days, weeks of work to build a strong enough quest system. Do you have that time now? Do you have that time after the MVP and before December 1st? Maybe you do.
You might not. And that means building non scalable systems.
That means building a simpler quest system without a master list, that exists entirely within components. It means building your first suitable quest and copying the component onto a new NPC and repeating. It could mean your quests always start and end with the same NPC. One guy, gives a quest and rewards it. All driven on a single component. And when his quest is finished? So is he. Another NPC offers the second quest.
Well what if I need 7 quests Timps? Then put 7 NPCs in this village. Because this component is non scalable. But the NPCs are.
There’s a hard cap on how many NPCs you can fit in a town. Mostly. But are you going to hit it? How quickly can you fill in some simple text, set one of 4 selectable mission objectives and drop a reward into a field.
Your path to an MVP meant cutting some corners. And as you go to a finished game, you’re going to keep cutting them.
Some of those corners you’ll fix later. Some of them you never will.
Don’t let perfect get in the way of done. Far more games than you realise are held together under the hood with duct tape and tears.
Solving things with bunnies

So while we’re talking about scalable and non scalable systems. Let’s chat about smoke and mirrors. Building deceptively simple systems in order to achieve the results you’re after. And to do that we’re going to need bunnies. 🐇
One of the most, likely the absolute most common animals in World of Warcraft is the humble bunny. How so? Let’s dig in.
World of Warcraft famously uses invisible objects, called bunnies to achieve all kinds of special features and amazing quests.
Bunnies are implemented and placed into the world. And many of them take custom damage, and respond only to it.
This means they’re using the existing combat systems, with all it’s limits, restrictions and capabilities.
Well, you need to do a lot of quests that have you interacting with things. Unique things, that exist in no other quest.
Smashing pumpkins, lighting torches, freeing chained dragons and more. These tasks need abilities, abilities need to be cast. You have races, classes, different levels. So, there needs to be a simple way to interact with different things.
The answer? A weapon. A custom weapon that does a specific type of damage with a specific animation. It can cast TorchLighting damage for 100 points, and when a TorchLighting bunny dies? He triggers a script that turns on a light.
The custom quest item you got is a weapon, it contains the logic to do the right damage, the right distance, and the right animation. Class and race independent.
Almost every quest item that asks you to click on things, cast, or “use” is really a weapon. A weapon that damages an invisible rabbit, found only in a specific area.
Long live the bunnies.
So what do the bunnies teach us?
The World of Warcraft team could have easily built a bunch of custom quest systems. They could have built mechanics that all used their own methods. They’d need to limit them to the right classes and players, make sure you’re turning lamps on and smashing nests from the right distance.
They could have chosen to build these systems entirely separate. And likely put a lot of limitations on them. In the middle of crunch time or a new expansion, suddenly you can’t get approval to build the functionality for the cool quest you want to design. And instead, it becomes one more “Kill Wolves to collect Wolf Tails”.
But the use of the bunnies, empowers and enables the quest team. There’s already systems in place to put objects in players hands. To make them “cast” an animation. To do damage, and to call a script that makes changes. These systems built for combat already handle the distance checks, global cooldowns, prevent two things being cast at once, or casting when moving. All of the things you’d need to build are already there.
An existing set of systems was used in a creative way instead of building other complex systems on top of it.
When designing and building your game. Think about the things the player does, and the systems behind them. Does something need to happen? Or does the player simply need to see it? Do you need to build a complex AI system to strategise, or will it be good enough if you code in 3 choices and choose them at random?
Do you need physics on this bridge that opens, with working chains on the drawbridge? Or can you just make an animation of the wheel turning, and the bridge lowering? Does the chain need physics and to wrap around the gear? Or can you just position the camera so the player can’t see the perfectly straight chain sticking out in the air behind it?
Your time is limited. Spend it wisely. Spend it where it matters.
Your MVP is finished
So you’re finished with your MVP. Kick back, share it, shout it proud. Make noise about it! You’ve built the first version of your game.
There’s no space here for quietly sitting in the corner, we’re about celebration. No one who’s fallen behind is bothered by you completing yours. That’s not how this works. Want to know the number one thing people brought up when I planned and designed the Indie Expedition? The encouragement and motivation of seeing other people succeed.
And now that you’ve shared it, smiled at your MVP. Pull out your Game Summary again. Look at where you’re going. And make a plan. Your next milestone.
We’ll touch on that in a few days, but for now, get thinking. What’s next?
Not in a general sense, a very specific sense. What is the next task to do?
Need help? You know where the discord is.
Your MVP isn't finished yet
Ok, so you’re not finished. I get it. Things happen. Life happens. The next step is to work out why it’s not done, and find the pathway forward.
Do you need to scale down plans? Do you need just another week of work?
Did you get sick, tired, busy, on vacation? Ok so you don’t even have a problem. It’s just logistics. You’ll catch up.
But if your plans were too ambitious, too complex, if you went too large on building some systems, then you need to scale them back. You need to shorten the list, simplify your goals and find the path forward.
Don’t be afraid of failure. Because it’s a term we apply too often, too broadly and too easily. Failure isn’t mistakes or missing a goal. Failure is when it’s all over, things that can’t be recovered.
A bridge isn’t failed when it needs adjusting, or more supports, or more material. A failed bridge collapses and falls into the sea.
So you need help. Help to solve a problem. Or help to plan. Or help to cut things out. Great. Perfect. Who knows everything? No one does.
Best selling game of all time? Minecraft. And in the early days of it’s development it was crowd driven, endless feedback and input. No one works alone.
Your MVP isn’t done? Post in the discord. Talk about why. Get some support, get some advice. And then, you can get it done.