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jesse 0fc0d0ae22
CI / quality (push) Successful in 55s
Map v3: Shuto Night Loop — Tokyo landmark circuit
The straight strip becomes a closed rounded-rect loop (~7,400 studs/lap)
built from centerline samples, Shuto-C1 style. Landmark zones:

- Daikoku Futo PA: drivable meet lot off the south straight (guardrail
  gap entrance), painted bays, flood-light towers, bilingual sign —
  cars now SPAWN at Daikoku like a proper meet
- Rainbow Bridge over the east straight: white suspension towers with
  beacons, cross beams, rainbow-colored rail lights
- Odaiba beyond the bridge: blocky Unicorn Gundam (glowing eyes, horn,
  pink psycho-frame strips) + 16-cabin neon ferris wheel
- Yamate-style tunnel enclosing the whole north straight
- Tokyo Tower replica (orange/white tiers, two lit decks, antenna) west
- Tatsumi PA overlook pad NE
- City-core skyline inside the loop + outer ring skipping landmark zones
- Bilingual green highway signs via SurfaceGui (JP + EN)

Gameplay contract preserved: SpawnPad/FinishLine/KillWall names intact,
kill walls hug every road edge except the Daikoku entrance.
2026-07-22 02:38:47 -04:00

4.5 KiB

Roadmap — realistic solo-dev plan

Assumes one part-time developer learning as they go. The MVP is intentionally tiny — just driving — so there's a fun, testable thing FAST. Everything else is layered on only after the driving feels good.

Expect months, not weeks to a polished full game. That's normal. This order guarantees you always have something that runs.


✅ M0 — Drive-only MVP (DONE — this repo)

Spawn on the neon expressway, drive a car, switch cars, respawn. RX-7 demo-locked to owner + son. Cars persist between sessions. CI green on a self-hosted runner.

M1 — Make driving feel GOOD (the real work, do this next)

  • Adopt a constraint chassis for real suspension/grip instead of the raw VehicleSeat: springs + prismatic suspension, servo steering (speed-sensitive lock), motor-driven wheels, engine braking, ballast anti-roll. Shared tuning in src/shared/Chassis.luau; client-side ChassisController drives it (driver owns network physics). Needs a Studio playtest to tune feel.
  • Import the real RX-7 mesh; weld the shell onto the chassis Body. See docs/MESH_SWAP.md for the exact steps (needs Studio for asset upload).
  • Tune acceleration curve and grip (after first playtest).
  • Chase camera: scriptable follow cam while seated — damped chase with look-ahead, flat horizon (ignores car pitch/roll), speed-based FOV kick. src/client/CameraController.luau. Tune constants after playtest.
  • Sound: two-layer engine (idle + rev loops crossfaded by speed — keeps engine character instead of chipmunking one loop) + tyre squeal on lateral slip / hard braking. src/client/SoundController.luau with per-car sound sets (CAR_SOUNDS).
  • RX-7 rotary audio: record the REAL car's 13B (owner has it + video), process into idle/rev loops on the workstation, upload, fill CAR_SOUNDS. Full pipeline: docs/ROTARY_SOUND.md. Generic loop is the stand-in. Exit test: the RX-7 is genuinely fun to just drive around. Ship nothing else until this is true.

M2 — More cars + polish (still no racing)

  • Import a few more real car meshes.
  • Better map v3 — "Shuto Night Loop": closed ~7,400-stud circuit inspired by Tokyo's Shuto expressway, with real-Tokyo landmark zones: Daikoku Futo PA (drivable meet lot + painted bays + light towers — cars spawn here), Rainbow Bridge (suspension towers, rainbow rail lights), Odaiba beyond it (blocky Unicorn Gundam statue with glowing psycho-frame + giant neon ferris wheel), Yamate-style tunnel (north straight), Tokyo Tower replica (west), Tatsumi PA overlook, bilingual green highway signs (大黒PA, レインボーブリッジ, お台場, 辰巳PA), city-core + outer-ring procedural skyline. Not geographically accurate — a themed loop, not a map of Tokyo.
  • Day/night, weather mood: src/server/Ambience.luau — Atmosphere haze catching the neon, bloom + cool color-correction post effects, and a slow 22:00→03:00 clock drift (10-min ping-pong) so the night sky breathes.

M3 — Racing (the first "game" layer)

  • Checkpoints + timing (a new RaceManager — the old one was removed in M0).
  • Personal best times.
  • Simple point-to-point and drag modes.

M4 — Progression & economy (only once racing is fun)

  • Money from races, a garage, buying/unlocking cars, upgrades, reputation. (These systems existed as scaffolding and were cut for the MVP; reintroduce them deliberately when they have a purpose.)

M5 — Systems hardening & monetization

  • Leaderboards, anti-cheat pass 2, DataStore backup drill.
  • Performance pass (StreamingEnabled, part budget, mobile).
  • Fair gamepasses/products — never pay-to-win.

M6 — Traffic AI (deferred hardest system)

  • Spline-following dummy cars first (cheap). True AI only if perf allows.

Standing engineering rules

  • Every change must pass stylua --check, selene, and rojo build — CI on the self-hosted Gitea runner enforces all three on every push.
  • Keep the client dumb: it requests, the server decides. The RX-7 allowlist and anti-cheat live server-side.
  • Add tunables to GameConfig, not scattered magic numbers.
  • Add a save key by adding it to ProfileTemplate (auto-reconciles); never remove a key without a migration (bump ProfileStoreName _vN in dev to wipe).
  • Test in Studio after every server change (ProfileStore uses a mock store there).