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
2.3 KiB
2.3 KiB
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)
- Spawn on the expressway in your equipped car.
- Race the time-trial down the highway to the finish line.
- Earn cash + reputation for finishing.
- Spend in the Garage: upgrade your current car or buy the next tier.
- 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.