Roblox Racing
Garage β’ Parts β’ Tuning β’ Events
Overview
A fast, arcade-style racing project where players earn parts, build cars, and compete across tracks and events. This page is the live design log β features evolve as testing improves the feel.
Solo & Time Trials
Tiered Parts
Track Progression
Mobile-friendly UI
Core Loop
- Race short events to earn credits.
- Unlock & tune parts (engine, tires, aero).
- Improve lap times β unlock new tracks.
- Repeat with escalating difficulty & dailies.
Screenshots
Garage UI β placeholder
Track preview β placeholder
Race HUD β placeholder
Planned Features
- Garage: slots, car presets, paint & decals.
- Parts: engine tiers, tires (grip vs. speed), aero kits.
- Tracks: city sprint, canyon run, midnight circuit.
- Events: time trials, ghost races, weekly leaderboards.
- QoL: controller + mobile touch, accessibility toggles.
Tech Notes
- Luau scripts: car physics tuning, checkpoints, lap logic.
- DataStore: credits, owned parts, best laps.
- Module pattern for Garage + Race flow.
- Server/Client split for anti-cheat sensitive logic.
Snippet (structure hint)
-- Modules/CarTuning.lua
local CarTuning = {}
function CarTuning.Apply(baseStats, partSet)
-- combine base car stats with selected parts & tune
-- returns final stats used by physics
return {
power = baseStats.power + (partSet.engine or 0),
grip = baseStats.grip + (partSet.tires or 0),
drag = math.max(0, baseStats.drag - (partSet.aero or 0)),
}
end
return CarTuning
Roadmap
- v0.1 β Basic driving, checkpoints, finish logic β
- v0.2 β Garage UI + save/load parts
- v0.3 β 3 tracks + time trials
- v0.4 β Dailies & leaderboards
- v0.5 β Polishing, sounds, camera passes
Notes (Monetization, vague)
- Cosmetics only (paint packs, trails, decals).
- Seasonal track passes with challenges.
- No pay-to-win; all performance parts are earned.