Skip to content

Latest commit

 

History

History
98 lines (80 loc) · 6.94 KB

File metadata and controls

98 lines (80 loc) · 6.94 KB

Ideas & Roadmap - Projet R (v-core)

Living backlog of enhancements and complementary modules. Not commitments - a place to capture good ideas as they surface so nothing is lost. Grouped by theme, roughly ordered by value/effort. Tick items as they ship.

Constraints reminder: GTA V lore only (no invented brands), no player commands (everything via phone/radial/pause + permissions), EMBER design system, version locked at 0.2.0.


The committed roadmap now lives in ARCHITECTURE.md §5 - vehicles (persistence, keys, garages, dealerships, rentals), factions + boss menu, gangs, police, licences & permits, and the full legal/illegal economy, with the build order and the reasons behind it. This file stays what it always was: the loose idea bin for everything not yet committed to.

A. Inventory (v-inventory) - enhancements

  • Weapon jam at low condition ✅ (shipped) - worn weapons jam on firing, forcing a reload.
  • Food / perishable time-decay - items spoil over real time (store spoilAt on craft/spawn); spoiled food heals less or turns into spoiled_food. Server-computed on open, never silent-deletes.
  • Tool durability - extend the weapon wear model to lockpicks / drills / repair kits (chance to break per use), feeding the crafting economy.
  • Item inspection / 3D preview - right-click → "Inspect" shows the item prop in a small viewport.
  • Split / combine stacks by keyboard - shift-drag split exists; add a numeric split modal + "combine all".
  • Quick-use radial from the hotbar - number keys 1–5 already; add a wheel for controllers.
  • Weight-based movement penalty - over X% capacity slows sprint (ties into v-status stamina).
  • Container categories & search - filter chips (weapons / food / materials…) + text search in big stashes.
  • Evidence / serial tracking - weapons keep an owner-history trail on metadata for police RP.
  • Move direct-SQL items/stashes access behind v-core (from the architecture audit).

B. Crafting (v-crafting) - enhancements

  • In-game recipe editor (admin) - add/edit recipes without a resource restart (DB-backed).
  • Server-side craft timer - move the progress duration server-side to fully close the client-time gap.
  • Crafting XP / skill tree - repeated crafts unlock faster times, bulk crafting, rare recipes (roadmap #9).
  • Blueprints as items - a recipe is locked until the player owns/learns its blueprint.
  • Batch queue - queue several crafts instead of one at a time.
  • Salvage / dismantle + refine ✅ (shipped) - Recycling Center station breaks items into materials (net loss) and refines raw stock. Next: let a recycle row title show the INPUT item (currently shows the output), and multi-material yields (needs a NUI tweak to the craft row).
  • Job-gated benches - mechanic/medic/police stations with restricted recipes (uses the existing gate).

C. Weapons - enhancements

  • Addon-weapon component map - fill data/attachments.lua for ak74 / ar15 / m4a4 / .38 once their component hashes are known (they currently return "doesn't fit").
  • Weapon-on-back / holster props - visible slung rifle / holstered pistol while not drawn.
  • Tints & skins as attachments - weapon tint index stored on metadata, applied on draw.
  • Ammo types - AP vs ball already exist as items; make them actually swap the loaded round.

D. Complementary NEW modules (pair well with inventory/crafting)

  • [~] v-jobs ✅ (foundation shipped) - jobs/grades/duty/salaries + setjob admin command + exports; job gates across shops/stashes/benches now enforce. Next: in-game job manager/boss UI, job center to pick a job, duty toggle UI, and wire the police job into the frisk police gate (replaces the admin stub).
  • v-shops selling + hardening ✅ (shipped) - Buy/Sell toggle, scrap dealer buys raw materials, server-authoritative proximity + job-lock enforced. Next: in-game stock/price editor, dynamic market pricing (supply/demand), restock consuming crafted goods → fully player-driven economy.
  • [~] v-drugs (high, mostly shipped) - ✅ grow cannabis + ✅ process at a hidden Drug Lab + ✅ street selling for dirty money + ✅ money laundering (65% rate). Next: police heat/risk on sale & laundering, weed-plant growth timers, drug-use screen effects (v-status), more meth precursors, addiction.
  • v-gathering / resource jobs ✅ (shipped) - mining / salvage / textile nodes produce raw materials (iron, copper, cloth…) crafting consumes. Closes the loop: gather → craft → sell. Next: tool-gated gathering (pickaxe/durability), gathering XP, more node types (wood, oil, chemicals for gunpowder), processing stations (ore → ingot).
  • v-phone (high) - iFruit NUI: primary interaction surface (marketplace to sell crafted items, messages, bank, job apps). Gameplay never happens through chat (see v-chat in ARCHITECTURE §5.5: local, OOC and emotes only), so the phone is a keystone.
  • v-radial (high) - context radial menu (the other main interaction surface): frisk, give, craft-here, vehicle actions - replaces the temporary keybinds (H/X/etc.).
  • Vending machines ✅ (shipped as v-shops locations, no-ped/no-blip). Next: garbage job & other recurring-income jobs; dynamic detection of vending props map-wide instead of fixed coords.
  • v-storage-rental (medium) - rentable warehouses/lockers using the shared-stash engine already built.
  • v-blackmarket (medium) - illegal buyer for stolen/crafted contraband; ties frisk-stealing to an outlet.
  • v-repair / mechanic (medium) - vehicle repair consuming repair_kit/tire/car_battery items.
  • v-anticheat (medium) - server-side sanity checks (money/health/explosion guards), logged.

E. Cross-cutting polish

  • [~] Central v-target interaction ✅ (shipped) - permission/job-aware eye with a full registration API; built-ins: vehicle trunk/glovebox, player frisk, admin repair, police search. Next: migrate the per-resource "press E" prompts (shops, benches, gathering nodes, stashes) onto v-target zones; add cursor-hover selection + entity outline/highlight; item-gated options (needs a client item mirror).
  • Unified notifications - make sure every module routes through v-notify for a consistent look.
  • Sound design pass - shared SFX helper (open/close/craft/jam) for a cohesive audio identity.
  • Localization sweep - verify fr/en parity across all modules; consider a third language toggle.
  • Persistence audit - confirm every metadata-bearing item (weapons, attachments, durability) round-trips through save/load and character switch without loss.

Last updated: 2026-07-11. Add freely; keep it lore-safe and permission-driven.