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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# Roadmap — realistic solo-dev plan
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This replaces the original doc's optimistic 12-week timeline. It assumes **one
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part-time developer learning as they go**. Ship the vertical slice, then layer
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polish. Each milestone is independently playable/testable.
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Assumes **one part-time developer learning as they go**. The MVP is intentionally
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tiny — *just driving* — so there's a fun, testable thing FAST. Everything else is
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layered on only after the driving feels good.
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> Rule of thumb: the original guide's "weeks" are really "milestones." Expect
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> **4–8 months** of part-time work to a polished, launch-ready MVP. That's normal.
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> The goal of this order is that you always have something that *runs*.
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> Expect **months, not weeks** to a polished full game. That's normal. This order
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> guarantees you always have something that runs.
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---
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## ✅ M0 — Vertical slice (DONE — this repo)
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Drive → race → earn → buy/upgrade → **save**. Server-authoritative. Placeholder
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RX-7 block car, procedural expressway. Proves the whole stack end to end.
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## ✅ M0 — Drive-only MVP (DONE — this repo)
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Spawn on the neon expressway, drive a car, switch cars, respawn. RX-7 demo-locked
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to owner + son. Cars persist between sessions. CI green on a self-hosted runner.
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## M1 — Make it feel good (the real work)
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## M1 — Make driving feel GOOD (the real work, do this next)
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- [ ] Import the **real RX-7 mesh**; swap `CarManager.buildCarModel` only.
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- [ ] Adopt a proven **constraint chassis** (A-Chassis or modern equivalent) for
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real suspension/grip instead of the raw VehicleSeat. Do NOT hand-roll physics.
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- [ ] Tune driving feel: acceleration curve, grip, camera.
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- [ ] Sound: engine loop, boost, tire screech.
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**Exit test:** the RX-7 is genuinely fun to just drive around.
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See `docs/MESH_SWAP.md` for the exact steps.
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- [ ] Adopt a proven **constraint chassis** (A-Chassis or a modern equivalent)
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for real suspension/grip instead of the raw VehicleSeat. Do NOT hand-roll
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physics.
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- [ ] Tune acceleration curve, grip, and the chase camera.
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- [ ] Sound: engine loop, tire screech, boost.
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**Exit test:** the RX-7 is genuinely fun to just drive around. Ship nothing else
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until this is true.
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## M2 — Race depth
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- [ ] Checkpoints + lap/segment timing (extend `RaceManager`).
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- [ ] Personal best times saved to profile.
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- [ ] A second race type (drag / point-to-point).
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- [ ] Countdown + results screen.
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## M2 — More cars + polish (still no racing)
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- [ ] Import a few more real car meshes.
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- [ ] Better map: more expressway sections, ramps, tunnels, scenery.
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- [ ] Day/night, weather mood.
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## M3 — Content & progression polish
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- [ ] Flesh out the 25-car catalogue across tiers.
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- [ ] Car customization cosmetics (rims, wraps, neon) — visual only for MVP.
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- [ ] Daily missions (not just login): "win 3 races", "earn $5k".
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- [ ] Tutorial for the first 10 minutes.
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## M3 — Racing (the first "game" layer)
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- [ ] Checkpoints + timing (a new RaceManager — the old one was removed in M0).
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- [ ] Personal best times.
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- [ ] Simple point-to-point and drag modes.
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## M4 — Systems hardening
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- [ ] Leaderboards (OrderedDataStore: top rep, fastest times).
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- [ ] Anti-cheat pass 2 (validate race times against car stats).
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- [ ] DataStore stress test / backup-version restore drill.
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- [ ] Performance pass: StreamingEnabled tuning, part budget, mobile test.
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## M4 — Progression & economy (only once racing is fun)
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- [ ] Money from races, a garage, buying/unlocking cars, upgrades, reputation.
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(These systems existed as scaffolding and were cut for the MVP; reintroduce
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them deliberately when they have a purpose.)
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## M5 — Monetization (only after it's fun)
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- [ ] 2× Cash gamepass (the classic first product).
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- [ ] VIP membership (daily bonus, cosmetic-only exclusives).
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- [ ] Nitro/boost dev-products — **never** pay-to-win on ranked races.
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- [ ] Receipt handling via ProfileStore `LastSavedData`.
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## M5 — Systems hardening & monetization
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- [ ] Leaderboards, anti-cheat pass 2, DataStore backup drill.
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- [ ] Performance pass (StreamingEnabled, part budget, mobile).
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- [ ] Fair gamepasses/products — never pay-to-win.
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## M6 — Traffic AI (deferred hardest system)
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- [ ] Start with **spline-following** dummy cars on fixed paths (cheap, no lag).
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Only attempt true pathfinding AI if performance allows.
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- [ ] Spawn/despawn by distance to keep part count sane.
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- [ ] Spline-following dummy cars first (cheap). True AI only if perf allows.
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---
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## Standing engineering rules
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- Every change must pass `stylua --check`, `selene`, and `rojo build` (CI enforces).
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- Keep the client dumb: it requests, the server decides. No exceptions for money.
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- Add new tunables to `GameConfig`, not scattered magic numbers.
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- Every change must pass `stylua --check`, `selene`, and `rojo build` — CI on the
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self-hosted Gitea runner enforces all three on every push.
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- Keep the client dumb: it requests, the server decides. The RX-7 allowlist and
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anti-cheat live server-side.
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- Add tunables to `GameConfig`, not scattered magic numbers.
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- Add a save key by adding it to `ProfileTemplate` (auto-reconciles); never remove
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a key without a migration.
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a key without a migration (bump `ProfileStoreName` `_vN` in dev to wipe).
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- Test in Studio after every server change (ProfileStore uses a mock store there).
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