# Skara Brae — Game Concept Overview Source: Joplin note 9cf8a2e701654ffbbd6512cc837c7e2f, migrated 2026-10-03 # Skara Brae — Fantasy Text-Based MMORPG ## Inspiration **Torn City** is a text-based, crime-themed MMORPG running since 2004 with over a million users. Core mechanics include: - Crime system (mugging, drug trafficking, organized crime) - PvP combat with experience/leveling - Factions (clan system with wars and organized crimes) - Companies (player-run businesses) - Properties and housing - Stock market and banking - Item market / bazaar / auctions - Education system - Bounty system - Rich REST API for community tools **Idle Fantasy** ([source](https://github.com/tristinbaker/IdleFantasy)) is an open-source offline idle RPG for Android with 23 skills, 20 dungeons, 170+ quests, guild rank progression, pets, and inn workers. Key inspirations: offline sessions, hireable NPC workers, pet buff system, blessing system, slayer tasks. See [Idle Fantasy Inspirations](joplin://48b3a3c76f734c8dafbbf9e8b3b5f80a) for full analysis. **Skara Brae** transplants Torn's proven mechanics into a dark fantasy setting inspired by **The Bard's Tale I** and the real neolithic settlement on Orkney, with idle RPG elements from Idle Fantasy and a **RoleMaster-inspired critical hit system** (see [Combat System & Stat Scaling Design](joplin://0ef630db4e3e4d6dab18ccaefccaaa5a)). --- ## Setting The city of **Skara Brae** — an ancient, labyrinthine city of stone and sorcery. Once a thriving hub of the Old Kingdom, now a place of shadow and opportunity. Adventurers arrive seeking fortune, power, and answers to mysteries buried beneath the cobblestones. **Theme**: Low-to-dark fantasy. Grimy taverns, corrupt city watch, competing guilds, ancient dungeons beneath the city, magical artifacts, political intrigue. Not high fantasy — think more *The Witcher* meets *Thief* meets *Bard's Tale*. --- ## Core Game Loops ### 1. Adventures (→ Torn's "Crimes") The primary PvE activity. Players embark on adventures throughout the city and surrounding wilderness. | Torn Mechanic | Skara Brae Equivalent | |---|---| | Search for cash | Pick pockets in the marketplace | | Sell illegal items | Fence stolen goods at the Thieves' Guild | | Mug someone | Waylay travelers on the road | | Burglary | Break into manors and vaults | | Organized crime | Dungeon raids (guild activity) | | Drug trafficking | Brew and sell potions (alchemy) | Adventures have: - **Risk/reward tiers** (safe but low yield → dangerous but high yield) - **Cooldown timers** (energy system) - **Skill-based success chances** (your thievery skill affects pickpocketing) - **Time-of-day modifiers** (nighttime gives bonuses to stealth activities) - **Day-of-week events** (market day, full moon effects, festival bonuses) - **Offline continuation**: Adventures continue for up to 1 hour while logged out. On return, collect accumulated rewards. Server-side tick calculates elapsed rewards. ### 2. Combat (PvP & PvE) - **Arena**: Structured PvP duels with ranked matchmaking - **Ambush**: Open-world PvP with risk/reward (infamy system) - **Dungeon bosses**: PvE endgame encounters - **Combat is turn-based/text-based** with strategic depth (choose actions, manage stamina/mana) - **RoleMaster-inspired critical hits**: Open-ended d100 crit tables with status effects (bleed, stun, disarm, cripple). Crit damage capped by level difference but never zero. See [Combat System & Stat Scaling Design](joplin://0ef630db4e3e4d6dab18ccaefccaaa5a). - **Exponential stat growth**: BIGINT stats, tiered display (K/M/B/T). Stats only ever go up — no rebirth/prestige for now. ### 3. Economy - **Bazaar**: Player-driven item marketplace - **Auction House**: Rare items, timed auctions - **Bank of Skara Brae**: Deposits, interest, loans - **Merchant Ventures**: Invest in trading caravans (→ Torn's stocks) — returns depend on random events - **Crafting**: Alchemy, blacksmithing, enchanting — create items to sell or use (see Crafting deep dive below) - **Player shops/stalls**: Set up a stall in the Market Square (→ Torn's bazaar model) ### 4. Guilds (→ Torn's "Factions") See Guilds deep dive below for full details. - Player organizations with hierarchy (Guildmaster → Officers → Members → Initiates) - **Guild Hall**: Upgradable base providing bonuses to members - **Guild Wars**: Territory control, raids on rival guild halls - **Guild Adventures**: Cooperative dungeon raids (→ organized crimes) - **Guild treasury**: Shared resources, taxation of members ### 5. Properties (→ Torn's "Properties") - **Dwellings**: From a straw bed at an inn to a tower in the city walls - Properties provide: rest bonuses (energy recovery), storage, crafting stations - Rentable, sellable, upgradable ### 6. Education (→ Torn's "Education") - **Schools**: Fighters' Academy, College of Magic, Thieves' Den, Merchants' Guild School - Courses take real time to complete, provide permanent stat/skill bonuses - Some adventures require specific education prerequisites ### 7. Quests & Storylines - **Main storyline**: Uncover the mystery beneath Skara Brae (Bard's Tale-inspired Mangar threat) - **Side quests**: NPC-given missions with rewards - **Dynamic events**: City-wide events (plague, invasion, festival) - **Daily quests**: 3-5 per day from NPCs (Madame Sylara, Captain Rennick, Guildmasters). "Complete 3 adventures" / "Craft 2 potions" / "Win 1 arena duel". Rewards: gold, XP, skill XP, occasional items. - **Weekly quests**: Larger goals, better rewards - **Cumulative achievements**: "Mine 10,000 ore total" → permanent bonus --- ## Crafting System (Deep Dive) ### Gathering Professions (5) | Profession | Materials | Locations | |---|---|---| | **Mining** | Ore, gems, stone | Mines, Undercity, mountains | | **Herbalism** | Herbs, fungi, reagents | Forests, swamps, gardens | | **Woodcutting** | Timber, resin, bark | Forests, groves | | **Fishing** | Fish, pearls, salvage | Harbor, rivers, underground lakes | | **Skinning** | Leather, bone, sinew | Wilds, dungeons (from kills) | ### Crafting Professions (7) | Profession | Creates | Key Materials | |---|---|---| | **Blacksmithing** | Weapons, heavy armor, tools | Ore, coal, flux | | **Alchemy** | Potions, poisons, elixirs | Herbs, reagents, solvents | | **Enchanting** | Magical enhancements, scrolls | Rare reagents, essence | | **Tailoring** | Cloth armor, bags, banners | Cloth, silk, magical thread | | **Jewelcrafting** | Rings, amulets, gem cuts | Gems, precious metals | | **Fletching** | Bows, crossbows, arrows | Wood, sinew, feathers | | **Cooking** | Food (healing, buffs), beverages | Fish, meat, herbs, grain | ### Profession Mastery Levels Novice → Apprentice → Journeyman → Expert → Master → Grandmaster Each tier unlocks new recipes and improves crafting quality. ### Crafting Quality Rolls Every crafted item rolls for quality: | Quality | Chance (base) | Effect | |---|---|---| | Common | 50% | Base stats | | Fine | 25% | +10% stats | | Superior | 15% | +25% stats | | Exceptional | 7% | +50% stats | | Masterwork | 2.5% | +100% stats | | Legendary | 0.5% | +200% stats + unique affix | ### Crafting Crits (RoleMaster-inspired) - Small chance of exceptional result regardless of skill level (mirrors combat crit system) - d100 roll on craft: 96+ triggers a crafting crit → quality tier upgraded by 1-2 levels - High skill level improves base quality but crits can happen to anyone ### Recipe Discovery - **Taught recipes**: From education courses, guild rank rewards - **Adventure drops**: Recipe scrolls found in dungeons - **Experimentation**: Combine materials with a chance to discover a new recipe (消耗 materials on failure) - **Seasonal events**: Limited-time recipes --- ## The Inn — Social Hub (Deep Dive) **The Singing Tavern** is the central social hub of Skara Brae, inspired by Idle Fantasy's Inn system. ### Social Features - **Chat rooms**: General, trade, guild recruitment, district-specific, roleplay - **Rumors board**: NPC-posted hints about adventures, dungeon openings, rare spawns, upcoming events - **Bounty board**: Player-posted and NPC-posted bounties on other players - **Barter table**: Direct player-to-player trading (avoid market fees) — face-to-face exchange ### Minigames & Gambling - **Dice games**: Roll dice against other players or the house - **Card games**: Fantasy-themed card game (simplified poker variant) - **Arm wrestling**: Strength-based contest (simple stat check with randomness) - **Drinking contest**: Constitution-based, winner gets bragging rights + temporary charisma bonus ### Rest & Recovery - **Energy/HP/Mana recovery** at a rate determined by inn quality (tied to property system) - Basic room: 1× recovery rate - Quality room: 1.5× recovery rate - Luxury suite: 2× recovery rate - Members with properties can rest at home for variable rates ### Carousing - Spend gold to temporarily boost charisma (affects next N trades, conversations, or persuasion attempts) - Duration: Until you complete N social interactions or time expires - Risk: Overdoing it can result in "hangover" debuff (-agility for 1 hour) ### Innkeeper Daily Quests - **Madame Sylara** offers 3 daily quests from the inn - Quest types: "Collect information from X NPCs", "Deliver a message", "Win X gold gambling" - Rewards scale with difficulty ### Hire Workers (Idle Fantasy-inspired) The most distinctive feature from Idle Fantasy — **hire NPCs to automate tasks**: | Worker | Task | Efficiency | Cost | |---|---|---|---| | **Mercenary** | Runs adventures while offline | 60% of normal rewards | Gold/hour | | **Apprentice** | Trains a skill while offline | 50% of active rate | Gold/hour | | **Gatherer** | Collects basic materials | Low-tier materials only | Gold/hour | - Worker quality tiers: Novice → Journeyman → Expert (better rates, higher cost) - Workers consume your energy while active - Creates a meaningful **gold sink** for veteran players - Buy **provisions** in bulk (food, potions, torches) for dungeon expeditions --- ## Pets (Deep Dive) ### Acquisition - **Taming**: Wild encounters in the Wilds (skill check, rare success) - **Purchase**: Pet trader in the Market Square - **Breeding**: Combine two pets for a chance at rare offspring with combined bonuses - **Quest rewards**: Specific pets from storyline/side quests - **Rare enemy drops**: Dungeon bosses and rare spawns can drop pet eggs/whistles - **Seasonal events**: Limited-time pets ### Pet Rarity Tiers Common → Uncommon → Rare → Epic → Legendary → Mythic ### Pet Types & Bonuses | Pet | Bonus | |---|---| | Wolf | +tracking, +combat XP | | Raven | +scouting, +perception | | Cat | +stealth, +thievery XP | | Owl | +magic XP, +wisdom | | Hound | +combat damage, +slayer XP | | Toad | +poison resistance, +alchemy XP | | Hawk | +ranged accuracy, +gathering yield | ### Pet Mechanics - **Active pet**: One pet follows you (visible in combat), providing its passive bonus - **Pet stable**: Store up to N pets (expandable via property upgrades) - **Pet aging**: Pets grow over time, increasing their bonus at milestones (1 week, 1 month, 6 months) - **Pet death**: Pets can be killed in PvP ambush (creates real stakes) — resurrected at Temple Row for gold - **Pet equipment**: Collars, armor, trinkets — crafted or found. Enhance pet bonuses. - **Pet breeding**: Combine two pets → offspring has a chance of inheriting combined bonuses or rare mutation --- ## Guilds (Deep Dive) ### Guild Hall Upgrades | Upgrade | Effect | Build Cost | |---|---|---| | **Training Grounds** | +X% stat training speed for members | Gold + materials | | **Library** | +X% education course speed | Gold + enchanted books | | **Vault** | Shared storage for members | Gold + crafted locks | | **War Room** | Plan raids, view territory map | Gold + cartography tools | | **Brewery** | Member happiness → reduced quit rate, social bonuses | Gold + cooking supplies | | **Infirmary** | Faster HP/energy recovery for members | Gold + alchemy supplies | | **Enchanting Lab** | +X% enchanting quality for members | Gold + rare reagents | ### Guild Taxation - Configurable tax rate on member earnings: **0-25%** - Tax gold flows into guild treasury - Guildmaster and officers set the rate - High tax → more treasury for upgrades, but member dissatisfaction ### Guild Alliances - Formal treaties between guilds: shared chat, coordinated raids, non-aggression pacts - Alliance leaderboard - Alliance vs. alliance wars for territory control ### Guild Territories - Control of city districts provides bonuses to all guild members in that district - Territory gained through guild wars and maintained through activity - District bonuses: Market Square (reduced listing fees), Harbor (trade route bonuses), etc. ### Guild Rank Progression (Idle Fantasy-inspired) - **10 rank levels** per guild: Initiate → Apprentice → Journeyman → Expert → Veteran → Elite → Champion → Master → Grandmaster → Legend - **Daily guild tasks**: Complete for reputation points - **Rank-up quests**: Progression quests to advance in guild rank - **Cross-skill rewards**: Higher ranks unlock resources from skills you don't personally train - **Guild reputation**: Decayed by inactivity, increased by events, raids, member achievements ### Guild Bank - Shared treasury with withdrawal permissions by rank - Deposit logs visible to officers+ - Withdrawal limits configurable by rank --- ## Blessings / Church (Idle Fantasy-inspired) - **Temple Row** offers blessings from the Old Gods - **Blessing types**: XP boost (up to 1.5×), Damage reduction, Gold multiplier, Crit chance increase - **Duration**: Based on Wisdom stat and offering quality - **One blessing active** at a time - **Offerings**: Gold, rare items, bones from undead enemies - Higher Wisdom = longer duration, stronger effect - Adds "buff management" layer without being tedious --- ## Slayer Tasks (Idle Fantasy-inspired) - **Captain Rennick** at City Watch HQ gives slayer tasks (lawful targets) - **The Beggar King** gives underground slayer tasks (criminal targets) - "Kill 15 skeletal warriors in the Undercity" → bonus Slayer XP + gold reward - Slayer level unlocks tougher targets with better rewards - Ties into the bounty system naturally --- ## Character System ### Races | Race | Bonus | Penalty | |---|---|---| | Human | Balanced, bonus to charisma | None (jack of all trades) | | Dwarf | Constitution +, Smithing + | Agility - | | Elf | Magic +, Perception + | Strength - | | Halfling | Agility +, Thievery + | Strength - | | Orc | Strength +, Intimidation + | Intelligence - | | Half-Elf | Charisma +, Magic + | Constitution - | ### Classes (determine starting skills and education paths) - **Warrior** — Melee combat, tanking - **Rogue** — Stealth, thievery, poison - **Mage** — Offensive magic, enchanting - **Bard** — Buffs, social skills, lore - **Cleric** — Healing, protection, undead turning - **Ranger** — Ranged combat, tracking, survival ### Stats (BIGINT — exponential growth) - **Strength** — Physical damage, carrying capacity - **Agility** — Dodge, stealth, thievery - **Constitution** — HP, endurance, poison resistance - **Intelligence** — Magic power, crafting quality - **Wisdom** — Mana, perception, healing power, blessing duration - **Charisma** — Trading prices, faction relations, bardic abilities Stats only ever go up. Display tiered: `1.2K`, `4.7M`, `1.2B`, `3.8T`. See [Combat System & Stat Scaling Design](joplin://0ef630db4e3e4d6dab18ccaefccaaa5a). ### Skills (leveled through use) - Weapon skills (sword, axe, bow, staff, etc.) - Thievery (lockpicking, pickpocketing, sneaking) - Magic schools (fire, ice, illusion, necromancy, etc.) - Crafting (alchemy, blacksmithing, enchanting, tailoring, jewelcrafting, fletching, cooking) - Gathering (mining, herbalism, woodcutting, fishing, skinning) - Social (persuasion, intimidation, bartering) - Support (mercantile/trading, slayer/bounty hunting) --- ## Technology Stack ### Backend — Rust | Component | Technology | Rationale | |---|---|---| | HTTP Framework | **Axum** | Modern, ergonomic, excellent ecosystem, tower middleware | | Real-time | **WebSocket** via axum + tokio-tungstenite | Live combat, chat, notifications | | Database | **PostgreSQL** + **SQLx** | ACID compliance, relational data fits game entities well | | Cache/Sessions | **Redis** | Session tokens, leaderboards, rate limiting, real-time pub/sub | | Auth | **JWT** (jsonwebtoken crate) | Stateless auth, API-friendly | | Background Jobs | **tokio** tasks + custom scheduler | Timers for cooldowns, education courses, guild wars | | Migrations | **sqlx-cli** or **refinery** | Database schema versioning | | Serialization | **serde** + **serde_json** | JSON API, message passing | | Game Tick Engine | Custom event loop on **tokio** | Time-based game events (day/night cycle, weather, offline rewards) | ### Frontend — Vue.js | Component | Technology | Rationale | |---|---|---| | Framework | **Vue 3** + **Composition API** | Modern, reactive, good for complex UIs | | Build Tool | **Vite** | Fast dev server, optimized builds | | State Management | **Pinia** | Type-safe, modular stores for game state | | Routing | **Vue Router** | SPA navigation | | UI Framework | **PrimeVue** or custom dark fantasy theme | Rich component library | | Real-time | **WebSocket client** (native) | Live updates, combat, chat | | HTTP Client | **Axios** or **fetch API** | REST API calls | | Mobile | **PWA** or **Capacitor** | Native-like mobile experience | ### Infrastructure | Component | Technology | |---|---| | Containerization | Docker + docker-compose | | Reverse Proxy | Caddy or nginx | | CI/CD | GitHub Actions | | Monitoring | Prometheus + Grafana | | Logging | tracing crate (Rust) → structured JSON logs | --- ## Architecture Overview ``` ┌──────────────────────────────────────────────────┐ │ Frontend (Vue 3) │ │ ┌─────────┐ ┌─────────┐ ┌──────────┐ ┌───────┐ │ │ │ REST API │ │WebSocket│ │ State │ │ PWA │ │ │ │ Client │ │ Client │ │ (Pinia) │ │ Shell │ │ │ └────┬─────┘ └────┬────┘ └──────────┘ └───────┘ │ └───────┼────────────┼──────────────────────────────┘ │ HTTP/REST │ WS ▼ ▼ ┌──────────────────────────────────────────────────┐ │ API Gateway (Axum) │ │ ┌──────────┐ ┌──────────────┐ ┌───────────────┐ │ │ │ Auth │ │ Rate Limiter │ │ WS Handler │ │ │ │ Middleware│ │ │ │ │ │ │ └──────────┘ └──────────────┘ └───────────────┘ │ ├──────────────────────────────────────────────────┤ │ Game Services (Rust) │ │ ┌────────┐ ┌────────┐ ┌────────┐ ┌───────────┐ │ │ │ Player │ │ Combat │ │ Economy│ │ Guild │ │ │ │Service │ │Service │ │Service │ │ Service │ │ │ ├────────┤ ├────────┤ ├────────┤ ├───────────┤ │ │ │Adventure│ │ World │ │ Market │ │ Chat & │ │ │ │Service │ │Service │ │Service │ │ Social │ │ │ ├────────┤ ├────────┤ ├────────┤ ├───────────┤ │ │ │Crafting│ │ Pet │ │Blessing│ │ Worker │ │ │ │Service │ │Service │ │Service │ │ Service │ │ │ └────────┘ └────────┘ └────────┘ └───────────┘ │ ├──────────────────────────────────────────────────┤ │ Game Engine Core │ │ ┌────────────┐ ┌───────────┐ ┌───────────────┐ │ │ │ Tick/Sched │ │ Event Bus │ │ Rule Engine │ │ │ │ (timers) │ │ (pub/sub) │ │ (formulas) │ │ │ └────────────┘ └───────────┘ └───────────────┘ │ ├──────────────────────────────────────────────────┤ │ Data Layer │ │ ┌──────────────┐ ┌──────────┐ ┌───────────┐ │ │ │ PostgreSQL │ │ Redis │ │ S3/Minio │ │ │ │ (persistent)│ │ (cache) │ │ (assets) │ │ │ └──────────────┘ └──────────┘ └───────────┘ │ └──────────────────────────────────────────────────┘ ``` --- ## API Design (RESTful + WebSocket) ### REST Endpoints (examples) ``` # Authentication POST /api/auth/register POST /api/auth/login POST /api/auth/refresh # Character GET /api/character PUT /api/character GET /api/character/stats GET /api/character/skills PUT /api/character/train/:skill # Adventures GET /api/adventures/available POST /api/adventures/embark/:id GET /api/adventures/history GET /api/adventures/offline-rewards # Collect offline session rewards # Combat POST /api/combat/arena/challenge/:target_id POST /api/combat/ambush/:target_id GET /api/combat/arena/leaderboard # Economy GET /api/market/items POST /api/market/list POST /api/market/buy/:listing_id GET /api/bank/balance POST /api/bank/deposit POST /api/bank/withdraw # Crafting GET /api/crafting/recipes POST /api/crafting/craft/:recipe_id GET /api/crafting/professions # Pets GET /api/pets POST /api/pets/activate/:pet_id POST /api/pets/breed GET /api/pets/stable # Guilds GET /api/guild POST /api/guild/create POST /api/guild/:id/join GET /api/guild/:id/members POST /api/guild/:id/raid GET /api/guild/:id/rank-quests # Properties GET /api/properties POST /api/properties/:id/buy PUT /api/properties/:id/upgrade # Education GET /api/education/available POST /api/education/enroll/:course_id GET /api/education/progress # Blessings GET /api/blessings/available POST /api/blessings/activate/:blessing_id GET /api/blessings/active # Inn / Workers GET /api/inn/workers POST /api/inn/hire/:worker_type POST /api/inn/dismiss/:worker_id GET /api/inn/quests # Daily innkeeper quests # Slayer GET /api/slayer/task POST /api/slayer/claim-reward ``` ### WebSocket Channels ``` ws://server/ws?token=JWT # Client → Server { "type": "combat:action", "data": { "action": "attack", "target": "enemy_1" } } { "type": "chat:message", "data": { "channel": "guild", "message": "..." } } # Server → Client { "type": "combat:result", "data": { "damage": 42, "enemy_hp": 158, "crit": false } } { "type": "combat:crit", "data": { "roll": 147, "effect": "bleed", "duration": 5 } } { "type": "notification", "data": { "text": "Your adventure has completed!" } } { "type": "market:update", "data": { "item": "...", "price": 500 } } { "type": "adventure:offline_rewards", "data": { "gold": 1247, "xp": 5300, "items": [...] } } ``` --- ## Monetization (Ethical F2P) - **Patron Subscription** (→ Torn's donator packs): Monthly sub providing QoL benefits (extra energy, custom themes, expanded log, etc.) — no pay-to-win - **Cosmetics**: Character portraits, UI themes, custom titles - **Convenience**: Extra character slots, extended history logs, extra pet stable slots - **No**: Pay-to-win items, selling power, loot boxes --- ## MVP Scope (Phase 1) 1. User registration, authentication, character creation (race + class) 2. Basic stat/skill system with training (BIGINT stats) 3. Adventure system (5-10 adventures across difficulty tiers) 4. Turn-based combat engine with crit tables 5. Basic economy: inventory, bazaar (buy/sell), bank 6. Guild creation and membership 7. REST API + basic Vue.js frontend 8. Real-time notifications via WebSocket 9. Offline adventure rewards collection 10. Basic crafting (2-3 professions) --- ## Future Phases - **Phase 2**: PvP arena, guild wars, properties, education system, pets, blessings - **Phase 3**: Full storyline/quests, dynamic world events, day/night cycle, inn workers, slayer tasks - **Phase 4**: Mobile app (Capacitor), merchant ventures (stock market), advanced crafting, pet breeding - **Phase 5**: Community API, mod support, tournament system --- ## Related Design Notes | Note | ID | Content | |---|---|---| | [Combat System & Stat Scaling Design](joplin://0ef630db4e3e4d6dab18ccaefccaaa5a) | `0ef630db4e3e4d6dab18ccaefccaaa5a` | RoleMaster + Torn hybrid combat, crit tables, stat scaling | | [Idle Fantasy Inspirations](joplin://48b3a3c76f734c8dafbbf9e8b3b5f80a) | `48b3a3c76f734c8dafbbf9e8b3b5f80a` | Idle RPG mechanics, offline sessions, workers, pets | | [Lore & World Building](joplin://867bdc9845624908a90928887a71c4c9) | `867bdc9845624908a90928887a71c4c9` | 10 city districts, 8 key NPCs, 5-act storyline | | [Tech Stack & Architecture](joplin://cecd2ef2690d4d1fba3450342aa63953) | `cecd2ef2690d4d1fba3450342aa63953` | Rust workspace, Vue frontend, database schema | | [Project Plan](joplin://d243ae57778343fca997d46b73d0ee3b) | `d243ae57778343fca997d46b73d0ee3b` | Roadmap, MVP scope, repository structure |