Files
tokyo-wangan-racing/docs/GDD.md
T
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

53 lines
2.3 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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.