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tokyo-wangan-racing/docs/ROADMAP.md
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jesse b3a1044df6
CI / quality (push) Successful in 54s
M1: constraint chassis (springs, servo steering, motor wheels)
- New shared Chassis.luau: geometry constants + per-car tuning from stats
- CarManager.buildCarModel rebuilt: prismatic+spring suspension per corner,
  servo-hinge steering on front knuckles, motor-hinge driven wheels,
  hidden dense ballast for anti-roll; VehicleSeat kept as input device only
- New client ChassisController: drives motors/servos from seat
  ThrottleFloat/SteerFloat per Heartbeat; speed-sensitive steering lock;
  engine braking on throttle release
- Driver gets network ownership of every unanchored part (constraint
  assemblies are separate; missing one causes stuttery physics)
- Docs: MESH_SWAP.md rewritten for shell-on-chassis workflow; ROADMAP updated
2026-07-22 00:20:59 -04:00

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# 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)
- [x] 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, grip, and the chase camera (after first playtest).
- [ ] 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).