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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