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tokyo-wangan-racing/docs/GDD.md
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jesse 9a2f2d4dc9
CI / quality (push) Failing after 5m53s
Initial MVP: drivable RX-7 vertical slice + server-authoritative systems
- 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
2026-07-21 23:30:53 -04:00

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Game Design Document — Fast & Furious: Tokyo Expressway (MVP)

Vision

A progression-fantasy street racer. You start in a humble-but-iconic 1993 Mazda RX-7 and claw your way up to hypercars on a neon-drenched Tokyo expressway at night. Easy to pick up, satisfying to grind, fair to spend on.

The one-sentence pitch

"Start in the RX-7, own the expressway."

Core loop (the addictive 60 seconds)

  1. Spawn on the expressway in your equipped car.
  2. Race the time-trial down the highway to the finish line.
  3. Earn cash + reputation for finishing.
  4. Spend in the Garage: upgrade your current car or buy the next tier.
  5. A faster car / better tune makes the next race feel better → back to step 1.

Daily rewards + rising rep gates give a reason to come back tomorrow.

Pillars

  • Progression fantasy — junker → hypercar, always a visible next goal.
  • Nighttime Tokyo vibe — neon, speed, style.
  • Fair monetization — spending accelerates the grind, never buys wins.
  • Server-authoritative — no exploiting money or unlocking cars.

MVP feature set (what's built)

  • 5-tier car catalogue; RX-7 is the free starter (Tier 2).
  • Drivable cars via VehicleSeat (proven, swap-in real mesh later).
  • Procedural expressway map with kill-walls (can't leave the road).
  • Garage + Dealership UI: view / buy / equip / upgrade.
  • Upgrade system: Engine / Tires / Nitro, cost-scaled with diminishing returns.
  • Solo time-trial race with server-validated payouts.
  • Reputation gates on higher-tier cars.
  • Daily login reward.
  • Robust saving via ProfileStore (session-locked, reconciling).
  • Basic movement anti-cheat.

Deliberately deferred (see ROADMAP)

Traffic AI, head-to-head/drag racing, car customization cosmetics, crews/PvP, full city map, mobile-tuned optimization pass, monetization products.

Economy first-pass numbers (tune freely in GameConfig)

  • Start: $1,500, 0 rep, own the RX-7.
  • Race finish: +$650 (base+win) and +15 rep.
  • Daily: +$300, +10 rep.
  • Upgrades: base $500, ×1.6 per level, cap level 5 per part.
  • Car tiers: Junk $800 → S15 $12k (50 rep) → R34 $45k (180 rep) → Hyper $250k (600 rep).

Win condition / retention

No hard "end" — the chase up the tiers plus daily rewards and (future) leaderboards supply the long tail. First-session goal: earn enough to feel one upgrade land inside the first 10 minutes.