Initial MVP: drivable RX-7 vertical slice + server-authoritative systems
CI / quality (push) Failing after 5m53s
CI / quality (push) Failing after 5m53s
- Rojo + Wally project; ProfileStore (loleris) for safe saves - Shared: GameConfig, Cars (RX-7 free starter), ProfileTemplate, Remotes - Server: DataManager, Economy, CarManager, RaceManager, MapBuilder, AntiCheat - Client: neon HUD + Garage/Dealership UI (buy/equip/upgrade), race/daily - Procedural Tokyo expressway (spawn pad, finish line, neon pylons, kill walls) - CI workflow (Gitea/GitHub), Makefile, selene+stylua clean, rojo builds - Docs: README, GDD, realistic solo ROADMAP
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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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## The one-sentence pitch
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"Start in the RX-7, own the expressway."
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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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Daily rewards + rising rep gates give a reason to come back tomorrow.
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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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## 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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## 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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# 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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> 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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---
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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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## M1 — Make it feel good (the real work)
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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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## 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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## 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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## 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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## 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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## 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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---
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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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- 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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- Test in Studio after every server change (ProfileStore uses a mock store there).
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