Per user direction, the MVP is now simply driving cars on the expressway. - Removed RaceManager and Economy modules entirely - Slimmed Remotes to DataUpdated / SpawnCar / EquipCar - ProfileTemplate now just remembers the last driven car (v2) - Cars: dropped price/rep/upgrade fields; kept identity + driving stats - CarManager: stat-based tuning only; RX-7 allowlist via GameConfig.canDrive - DataManager: assign default car on join; downgrade RX-7 if de-allowlisted - Client: replaced garage/economy UI with a simple car picker + respawn - Docs: GDD/ROADMAP/README rewritten for drive-only; added docs/MESH_SWAP.md - Gates: stylua clean, selene 0/0, rojo builds
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# Game Design Document — Fast & Furious: Tokyo Expressway (MVP)
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## Vision
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A progression-fantasy street racer. You start in a humble-but-iconic 1993 Mazda
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RX-7 and claw your way up to hypercars on a neon-drenched Tokyo expressway at night.
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Easy to pick up, satisfying to grind, fair to spend on.
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A neon Tokyo expressway you can cruise at night in cool cars — starting with a
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real 1993 Mazda RX-7. The long-term dream is a full street-racing simulator, but
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the **MVP is deliberately tiny: just drive.**
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## The one-sentence pitch
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"Start in the RX-7, own the expressway."
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## MVP scope (what's built) — JUST DRIVING
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- Spawn on a neon Tokyo expressway at night.
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- Drive a car around the highway (built on Roblox's reliable VehicleSeat).
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- Switch between cars via a simple "CARS" picker.
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- Respawn your car if you flip or fall off.
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- The **RX-7 is demo-locked** to the owner + son (Roblox UserId allowlist,
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enforced server-side). Everyone else drives the public cars.
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- Your last car is remembered between sessions (ProfileStore).
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## Core loop (the addictive 60 seconds)
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1. **Spawn** on the expressway in your equipped car.
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2. **Race** the time-trial down the highway to the finish line.
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3. **Earn** cash + reputation for finishing.
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4. **Spend** in the Garage: upgrade your current car or buy the next tier.
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5. A faster car / better tune makes the next race feel better → back to step 1.
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That's it. No racing, no money, no rep, no upgrades, no daily rewards. The point
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of the MVP is to get the car feeling good on the road and be testable fast.
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Daily rewards + rising rep gates give a reason to come back tomorrow.
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## Why this cut
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Driving feel is the hardest, most important part of a car game. Everything else
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(racing, economy, progression) is worthless if the car isn't fun to drive. So the
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MVP nails driving first; the rest is layered on later once it feels right.
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## Pillars
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- **Progression fantasy** — junker → hypercar, always a visible next goal.
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- **Nighttime Tokyo vibe** — neon, speed, style.
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- **Fair monetization** — spending accelerates the grind, never buys wins.
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- **Server-authoritative** — no exploiting money or unlocking cars.
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## Pillars (for the eventual full game)
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- Progression fantasy — junker → hypercar (LATER).
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- Nighttime Tokyo vibe — neon, speed, style (NOW: the map).
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- Fair monetization (LATER).
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- Server-authoritative — no exploiting (NOW: allowlist + anti-cheat foundations).
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## MVP feature set (what's built)
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- 5-tier car catalogue; **RX-7 is the free starter** (Tier 2).
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- Drivable cars via VehicleSeat (proven, swap-in real mesh later).
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- Procedural expressway map with kill-walls (can't leave the road).
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- Garage + Dealership UI: view / buy / equip / upgrade.
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- Upgrade system: Engine / Tires / Nitro, cost-scaled with diminishing returns.
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- Solo time-trial race with server-validated payouts.
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- Reputation gates on higher-tier cars.
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- Daily login reward.
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- Robust saving via ProfileStore (session-locked, reconciling).
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- Basic movement anti-cheat.
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## Deferred (see ROADMAP)
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Racing, checkpoints, money/economy, reputation, upgrades, customization, daily
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rewards, traffic AI, leaderboards, monetization, crews/PvP, full city map.
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## Deliberately deferred (see ROADMAP)
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Traffic AI, head-to-head/drag racing, car customization cosmetics, crews/PvP,
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full city map, mobile-tuned optimization pass, monetization products.
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## Economy first-pass numbers (tune freely in `GameConfig`)
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- Start: $1,500, 0 rep, own the RX-7.
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- Race finish: +$650 (base+win) and +15 rep.
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- Daily: +$300, +10 rep.
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- Upgrades: base $500, ×1.6 per level, cap level 5 per part.
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- Car tiers: Junk $800 → S15 $12k (50 rep) → R34 $45k (180 rep) → Hyper $250k (600 rep).
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## Win condition / retention
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No hard "end" — the chase up the tiers plus daily rewards and (future) leaderboards
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supply the long tail. First-session goal: earn enough to feel one upgrade land
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inside the first 10 minutes.
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## Cars in the picker
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RX-7 (restricted), City Runabout (public default), Silvia S15, Skyline GT-R R34,
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and a stylized hypercar. Stats (Speed/Accel/Handling, 0-100) only affect driving
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feel — there are no prices or unlocks in the MVP.
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