Files
tokyo-wangan-racing/docs/ROADMAP.md
T
jesse 07a67204ca
CI / quality (push) Successful in 1m1s
Scope cut: drive-only MVP (remove racing + economy)
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
2026-07-22 00:11:11 -04:00

2.7 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)

  • Import the real RX-7 mesh; swap CarManager.buildCarModel only. See docs/MESH_SWAP.md for the exact steps.
  • Adopt a proven constraint chassis (A-Chassis or a modern equivalent) for real suspension/grip instead of the raw VehicleSeat. Do NOT hand-roll physics.
  • Tune acceleration curve, grip, and the chase camera.
  • Sound: engine loop, tire screech, boost. 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: more expressway sections, ramps, tunnels, scenery.
  • Day/night, weather mood.

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).