Earn bucks from every mode (takedowns, outruns, escapes, derby kills, medals,
a cut of crash damage) and spend them on performance parts of deeply
questionable provenance: K-MART MEGA WING, GO-FASTER STRIPES, SERVO FLAME KIT,
BLINGY MAGS, SERVO NEONS, BUNNINGS DRAINPIPE, TURBO THRU THE BONNET. Every
part gives a real stat bump AND bolts a procedural eyesore onto the car, sized
off the model AABB so the same tat fits a BUBBLA or a Kingswood. Fully kitted:
+35% power, +1.1 grip, +0.55 boost.
Per-car, persistent (user://garage.save), player-only -- stats apply to a
DUPLICATE of the shared CarStats so tuning your Lazza doesn't secretly tune
every Lazza in the city, and the save path is redirectable so the smoke test
can never wipe real progression. Bolt-ons attach after the deformer snapshot:
the wing survives every crash, as is right and proper.
GARAGE button + bucks readout in the menu; shop screen with prices, blurbs and
FITTED states. Smoke covers the earn/buy/duplicate-stats roundtrip.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every WAV is synthesized from maths by tools/gen_sounds.py (run through Blender
for its bundled numpy) -- sines, noise and envelopes, seeded and reproducible,
licence-free by construction. Loops (engine, skid, boost, siren) are built from
integer-Hz components over exactly 1 s so the seam is mathematically silent;
noise beds get a crossfaded seam. Seam continuity is verified numerically.
Wiring: pitch-tracked engine loop on every car (idle burble to top-end scream,
bump while boosting), skid loop off slip, player boost whoosh, small/big crash
by jolt with glass on wrecks, two-tone siren on pursuit cops (derby brawlers
stay silent), Crashbreaker boom, gearbox clunk/bog, win/lose stings on
takedowns, outruns, escapes, busts and derby eliminations.
Loop flags live in code (sfx.gd), not per-file .import settings, so a
regenerated wav never silently loses its loop.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>