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GAME DESIGN DOCUMENT: SOCIETY
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PROJECT CODE: HIGH_LIFE_V1
VERSION: 1.0.0 (MASTER DRAFT)
STATUS: PRE-PRODUCTION / RECRUITMENT
DATE: FEBRUARY 2025
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TABLE OF CONTENTS
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EXECUTIVE OVERVIEW
1.1 Project Identity
1.2 The Elevator Pitch
1.3 Target Audience Analysis
1.4 Design Philosophy & Pillars
1.5 Competitive Analysis
1.6 Success Metrics
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REVENUE MODEL & TEAM STRUCTURE
2.1 Revenue Split Breakdown
2.2 Contributor Compensation System
2.3 Owner Responsibilities (30%)
2.4 Contributor Responsibilities (70%)
2.5 Legal & Contractual Framework
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CORE GAMEPLAY LOOP
3.1 The Hustle & Flex Cycle
3.2 Player Journey Flow
3.3 Session Structure
3.4 Retention Mechanics
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ECONOMY SYSTEM
4.1 Currency Architecture
4.2 Gold Generation Methods
4.3 Gold Sinks & Expenditure
4.4 Inflation Control Mechanisms
4.5 Transaction Taxes & Fees
4.6 Money Laundering System
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MONETIZATION CATALOG
5.1 Tier 1: Impulse Buys (DevProducts)
5.2 Tier 2: Status Symbols (Gamepasses)
5.3 Tier 3: Power Advantages (Gamepasses)
5.4 Tier 4: Whale Bait (Limited Stock)
5.5 Psychological Pricing Strategy
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JOB SYSTEM
6.1 Job Architecture Overview
6.2 The Car Dealer
6.3 The Gunsmith
6.4 The Banker
6.5 The Bartender
6.6 The Convenience Store Clerk
6.7 Criminal Activities
6.8 Job Progression & Licensing
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COMBAT SYSTEM
7.1 Combat Philosophy
7.2 Weapon Tiers & Specifications
7.3 Health & Damage Model
7.4 Safe Zones & Danger Zones
7.5 The Wanted System
7.6 Downed State Mechanics
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VEHICLE SYSTEM
8.1 Vehicle Architecture
8.2 Vehicle Tiers & Specifications
8.3 Customization System
8.4 Fuel & Maintenance
8.5 Insurance System
8.6 Valet & Parking
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PROGRESSION SYSTEM
9.1 The Clout Ladder
9.2 Social Classes
9.3 Reputation System
9.4 Achievement System
9.5 Leaderboards
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WORLD DESIGN
10.1 Map Architecture
10.2 Zone Breakdown
10.3 Environmental Storytelling
10.4 Lighting & Atmosphere
10.5 Audio Design
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ASSET SPECIFICATIONS
11.1 Vehicle Asset List
11.2 Weapon Asset List
11.3 Clothing & Cosmetics
11.4 Furniture & Decor
11.5 Environmental Assets
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UI/UX DESIGN
12.1 Visual Style Guide
12.2 HUD Layout
12.3 The Phone Menu
12.4 Overhead GUI System
12.5 Shop Interfaces
12.6 Notification System
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ADMIN EVENTS SYSTEM
13.1 Event Architecture
13.2 Event Registry
13.3 Event Triggers
13.4 Event Rewards
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TECHNICAL ARCHITECTURE
14.1 DataStore Schema
14.2 Client-Server Communication
14.3 Anti-Exploit Strategy
14.4 Performance Optimization
14.5 Security Protocols
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PRODUCTION PLAN
15.1 Development Phases
15.2 Milestone Timeline
15.3 Risk Assessment
15.4 Dependencies
15.5 Quality Assurance
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MARKETING STRATEGY
16.1 Market Positioning
16.2 TikTok Content Plan
16.3 Discord Community
16.4 Influencer Outreach
16.5 Launch Strategy
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POST-LAUNCH SUPPORT
17.1 Live Operations
17.2 Content Updates
17.3 Community Management
17.4 Analytics & KPIs
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EXECUTIVE OVERVIEW
1.1 PROJECT IDENTITY
Project Name: Society
Working Title: High Life
Platform: Roblox (PC / Mobile / Console / VR)
Rating: 17+ (ID Verified Users Only)
Genre: Social MMO / Economy Simulation / Light RPG
Tone: Luxury, Cynical, Chaotic, High-Stakes
Target Release: Q2 2025
Project Duration: 12-16 Weeks to Launch
1.2 THE ELEVATOR PITCH
“Society” is a hyper-monetized, 17+ social experiment where wealth is the only
metric that matters. It combines the chaotic PVP of ‘Da Hood’ with the social
stratification of a luxury club. Players work dirty jobs to clean money, buy
status symbols to impress others, and survive server-wide “Admin Abuse” events
that shake up the gameplay.
The game is designed for the “Whale” demographic—players with disposable income
who want to feel superior in a virtual space. Every mechanic is built around
the concept of “Flexing”: showing off wealth, status, and power to other players.
1.3 TARGET AUDIENCE ANALYSIS
PRIMARY DEMOGRAPHIC: “THE WHALE”
Age Range: 17-25
Robux Spending: 50,000+ R$ lifetime
Psychographics: Status-seeking, competitive, social
Motivation: Wants to be the “Main Character”
Play Pattern: 2-4 hours per session, daily
Key Triggers: Exclusive items, recognition, power
SECONDARY DEMOGRAPHIC: “THE SOCIAL CLIMBER”
Age Range: 17-22
Robux Spending: 5,000-20,000 R$ lifetime
Psychographics: Achievement-oriented, persistent
Motivation: Wants to “make it” through grinding
Play Pattern: 3-6 hours per session, daily
Key Triggers: Progression, milestones, social validation
TERTIARY DEMOGRAPHIC: “THE TROLL”
Age Range: 17-20
Robux Spending: 1,000-10,000 R$ lifetime
Psychographics: Chaos-seeking, attention-driven
Motivation: Wants to disrupt and entertain
Play Pattern: 1-3 hours per session, sporadic
Key Triggers: Admin events, chaos mechanics
QUATERNARY DEMOGRAPHIC: “THE DATER”
Age Range: 18-25
Robux Spending: 10,000-50,000 R$ lifetime
Psychographics: Social, romantic, aesthetic
Motivation: Wants “vibe” spots and social spaces
Play Pattern: 2-5 hours per session, regular
Key Triggers: Club access, private spaces, voice chat
1.4 DESIGN PHILOSOPHY & PILLARS
PILLAR 1: VISUAL HIERARCHY
“If you are rich, you glow. If you are poor, you are invisible.”
Every item, action, and interaction must have a visual “Flex Factor”:
- Particles: Gold sparkles, neon glows, smoke trails
- Sound: Satisfying clicks, cash registers, thunder
- Scale: Rich players’ avatars appear slightly larger
- Color: Gold for VIP, Red for criminals, Grey for poor
Implementation:
- All premium items have particle emitters
- All purchases trigger server-wide audio
- All high-tier assets have bloom effects
- All VIP players have overhead glow effects
PILLAR 2: THE “ADMIN” PERSONA
“The game server itself acts as a chaotic Game Master.”
Random events force players to stop AFKing and play together:
- Events trigger every 20-40 minutes
- Events are announced by a disembodied voice
- Events create shared experiences
- Events can be purchased by whales
Implementation:
- Server-side event scheduler
- Event variety: 12+ unique event types
- Event scaling: Intensity based on server population
- Event rewards: Gold, items, temporary powers
PILLAR 3: AGGRESSIVE MONETIZATION
“Convenience is sold. Status is sold. Power is sold.”
There is no “fairness”—fairness doesn’t make money:
- Free-to-play is intentionally slow
- Pay-to-skip is always available
- Every frustration has a paid solution
- Every achievement has a paid shortcut
Implementation:
- 3-second cooldowns → 0-second with gamepass
- 10-minute walks → 1-minute with teleport
- 1-hour grinds → 5-minute with boost
- 24-hour waits → Instant with Robux
PILLAR 4: 17+ MATURITY
“Use the 17+ API for strong language, gambling references, and alcohol.”
Vibe checks: Darker lighting, club music, mature fashion styles:
- Voice chat is encouraged
- Alcohol references are allowed
- Strong language is permitted
- Romantic themes are included
Implementation:
- 17+ verification gate on game join
- Mature clothing options
- Club/bar mechanics
- Unfiltered voice chat zones
1.5 COMPETITIVE ANALYSIS
COMPETITOR: DA HOOD
Strengths: Combat, chaos mechanics
Weaknesses: Toxic community, childish aesthetics
Our Advantage: Mature audience, luxury aesthetic, better economy
COMPETITOR: BROOKHAVEN
Strengths: Social features, accessibility
Weaknesses: Boring, no progression, childish
Our Advantage: Meaningful economy, status mechanics, 17+ content
COMPETITOR: ADOPT ME
Strengths: Monetization, social
Weaknesses: Too childish, no combat
Our Advantage: Combat, mature themes, luxury focus
COMPETITOR: BLOX FRUITS
Strengths: Progression, combat
Weaknesses: Not social, grind-heavy
Our Advantage: Social focus, economy, luxury aesthetic
1.6 SUCCESS METRICS
LAUNCH METRICS (First 30 Days)
- Concurrent Players: 5,000+
- Total Visits: 500,000+
- Revenue (Robux): 1,000,000+ R$
- Retention (Day 7): 25%+
- Average Session Time: 45+ minutes
LONG-TERM METRICS (6 Months)
- Concurrent Players: 15,000+
- Total Visits: 5,000,000+
- Revenue (Robux): 10,000,000+ R$
- Retention (Day 30): 15%+
- Average Session Time: 60+ minutes
MONETIZATION METRICS
- Conversion Rate: 5%+ (F2P → P2P)
- ARPPU (Avg Rev Per User): 500+ R$
- Whale Count: 1,000+ (10k+ R$ spenders)
- Gamepass Ownership: 30%+ (VIP Access)
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REVENUE MODEL & TEAM STRUCTURE
2.1 REVENUE SPLIT BREAKDOWN
OWNER (YOU): 30%
- Roles: Marketing, Funding, Direction, Community Management
- Responsibilities:
- Game vision and creative direction
- Marketing budget allocation
- Community management
- Influencer partnerships
- Legal and administrative tasks
- Quality control and final approval
CONTRIBUTORS: 70%
- Roles: Scripters, Builders, UI Designers, Animators, Sound Designers
- Distribution Method:
- Revenue is pooled into a “Contributor Fund”
- Fund is distributed based on contribution percentage
- Each contributor has a contract specifying their %
- Payouts occur monthly via Roblox Group Payouts
Example Distribution (70% Pool):
- Lead Scripter: 25% of pool (17.5% of total)
- Lead Builder: 20% of pool (14% of total)
- UI Designer: 15% of pool (10.5% of total)
- Animator: 10% of pool (7% of total)
- Sound Designer: 10% of pool (7% of total)
- QA/Support: 10% of pool (7% of total)
- Emergency Fund: 10% of pool (7% of total)
2.2 CONTRIBUTOR COMPENSATION SYSTEM
CONTRACT STRUCTURE
Each contributor signs a contract specifying:
- Role and responsibilities
- Percentage of the 70% pool
- Deliverables and milestones
- Payment schedule (monthly)
- Termination clauses
- IP ownership (game retains all rights)
PERFORMANCE BONUSES
Additional bonuses for exceptional performance:
- “Bug Hunter” Bonus: 1% extra for critical bug fixes
- “Feature” Bonus: 2% extra for implementing major features
- “Optimization” Bonus: 1.5% extra for performance improvements
- “Community” Bonus: 1% extra for community engagement
EMERGENCY FUND
10% of the contributor pool is reserved for:
- Emergency fixes
- Unexpected expenses
- Server cost overages
- Marketing emergencies
2.3 OWNER RESPONSIBILITIES (30%)
MARKETING (Primary Focus)
- Budget allocation and management
- TikTok content creation
- YouTube partnerships
- Discord community management
- Influencer outreach
- Ad campaign management
FUNDING
- Initial development costs
- Server hosting
- Asset purchases
- Marketing budget
- Emergency fund
DIRECTION
- Game vision maintenance
- Feature prioritization
- Quality control
- Final approval on all assets
- Balancing decisions
COMMUNITY MANAGEMENT
- Discord moderation
- Social media management
- Player feedback handling
- Crisis management
- Community events
2.4 CONTRIBUTOR RESPONSIBILITIES (70%)
LEAD SCRIPTER (25% of pool)
- Core game systems
- Economy implementation
- Anti-exploit measures
- DataStore management
- Performance optimization
- Bug fixes
LEAD BUILDER (20% of pool)
- Map creation
- Asset modeling
- Lighting and atmosphere
- Optimization
- Collision systems
UI DESIGNER (15% of pool)
- All UI interfaces
- HUD design
- Menu systems
- Mobile optimization
- Accessibility features
ANIMATOR (10% of pool)
- Character animations
- Vehicle animations
- Combat animations
- Social animations
- Emotes
SOUND DESIGNER (10% of pool)
- Sound effects
- Music tracks
- Ambient audio
- Voice lines
- Audio optimization
QA/SUPPORT (10% of pool)
- Testing
- Bug reporting
- Player support
- Feedback collection
- Quality assurance
2.5 LEGAL & CONTRACTUAL FRAMEWORK
CONTRACT REQUIREMENTS
- NDA (Non-Disclosure Agreement)
- Revenue Share Agreement
- IP Assignment Agreement
- Code of Conduct Agreement
- Termination Clause
PAYMENT SCHEDULE
- Monthly payouts via Roblox Group
- Payouts occur on the 1st of each month
- Minimum payout threshold: 100 R$
- Emergency payouts available for critical issues
DISPUTE RESOLUTION
- Owner has final decision authority
- Contributors can appeal decisions
- Mediation available for major disputes
- Termination requires 30-day notice
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CORE GAMEPLAY LOOP
3.1 THE HUSTLE & FLEX CYCLE
The core gameplay loop is designed to create constant social friction and
motivate players to spend money to advance.
STEP 1: THE GRIND (EARNING)
- Player selects a job (Dealer, Banker, Gunsmith, etc.)
- Player “clocks in” at job location
- Player performs job actions to earn “Dirty Gold”
- Job actions are intentionally slow and repetitive
- Time: 10-30 minutes per session
STEP 2: THE LAUNDER (SECURING)
- Player must deposit “Dirty Gold” at ATM or Bank
- Laundering process takes time (20% tax at ATM)
- Risk: If killed before depositing, lose 50% of held gold
- Alternative: Pay for “Offshore Account” gamepass (0% tax)
- Time: 2-5 minutes
STEP 3: THE UPGRADE (SPENDING)
- Player browses shop for status items
- Items are priced to require multiple sessions
- Premium items are priced to require Robux
- Purchases trigger server-wide announcements
- Time: 5-15 minutes
STEP 4: THE FLEX (SOCIALIZING)
- Player goes to Plaza or Club to show off
- Other players see overhead “Net Worth” display
- Rich players get attention and respect
- Poor players feel motivated to spend
- Time: 15-45 minutes
STEP 5: THE CHAOS (EVENTS)
- Random “Admin Event” triggers
- Players must adapt to survive or profit
- Events create shared experiences
- Events can be purchased by whales
- Time: 2-5 minutes
3.2 PLAYER JOURNEY FLOW
NEW PLAYER EXPERIENCE (First 30 Minutes)
MINUTE 0-5: ONBOARDING
- Spawn in Plaza
- Tutorial popup: “Welcome to Society”
- Explanation of core loop
- Gift: 1,000 Gold (starter bonus)
- Gift: Starter pistol
MINUTE 5-10: FIRST JOB
- Directed to Convenience Store
- Tutorial: How to clock in
- First task: Stock shelves
- First paycheck: 500 Gold
MINUTE 10-15: FIRST PURCHASE
- Directed to Clothing Store
- Tutorial: How to buy items
- First purchase: Basic outfit (200 Gold)
- Achievement: “Fresh Start”
MINUTE 15-20: FIRST FLEX
- Return to Plaza
- See other players’ Net Worth displays
- Notice VIP players with gold names
- Motivation: “I want that”
MINUTE 20-25: FIRST CRIME
- Tutorial: How to rob ATM
- First robbery attempt
- Success or failure (teaches risk/reward)
- Achievement: “Criminal Record”
MINUTE 25-30: FIRST DEATH
- Get killed by another player
- Respawn with penalty
- Learn about safe zones
- Motivation: “I need better gear”
VETERAN PLAYER EXPERIENCE (Day 7+)
SESSION START
- Check daily Net Worth ranking
- Collect daily rewards
- Check for new items in shop
- Join voice chat with friends
MID-SESSION
- Work job for 30-60 minutes
- Participate in Admin Event
- Socialize in Plaza or Club
- Flex new purchases
SESSION END
- Deposit all gold at bank
- Check progress toward next tier
- Plan next purchases
- Log off with satisfaction
3.3 SESSION STRUCTURE
TYPICAL SESSION LENGTH: 45-90 Minutes
SESSION BREAKDOWN
- 10%: Onboarding/loading
- 30%: Job grinding
- 20%: Socializing/flexing
- 15%: Shopping/upgrading
- 15%: Admin events/chaos
- 10%: AFK/idle
SESSION FLOW
- Login → Spawn in Plaza
- Check Net Worth ranking
- Decide: Job or Socialize?
- If Job: Clock in → Grind → Clock out
- If Socialize: Go to Plaza/Club → Chat → Flex
- Admin Event triggers → Participate
- Shop for upgrades
- Deposit gold at bank
- Log off
3.4 RETENTION MECHANICS
DAILY RETENTION DRIVERS
- Daily login rewards (increasing value)
- Daily Net Worth ranking updates
- Daily Admin Event schedule
- Daily shop refresh (limited items)
- Daily challenges with gold rewards
WEEKLY RETENTION DRIVERS
- Weekly leaderboard resets
- Weekly special events
- Weekly double gold weekends
- Weekly new content drops
- Weekly community challenges
LONG-TERM RETENTION DRIVERS
- Seasonal battle passes
- Limited edition items
- Exclusive VIP content
- Social relationships/friends
- Investment in account value
FOMO MECHANICS (Fear Of Missing Out)
- Limited stock items (10 per month)
- Time-limited events
- Exclusive VIP content
- Seasonal battle passes
- Limited edition cosmetics
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ECONOMY SYSTEM
4.1 CURRENCY ARCHITECTURE
CURRENCY 1: GOLD (Soft Currency)
Purpose: Primary in-game currency
Source: Jobs, robberies, daily rewards, events
Sink: Items, vehicles, weapons, furniture, services
Exchange Rate: 1,000 Gold ≈ 25 R$ (base rate)
Inflation Target: 5% per month
Maximum Cap: 999,999,999 Gold
CURRENCY 2: ROBUX (Hard Currency)
Purpose: Real-money purchases
Source: Player Robux balance
Sink: Gold packs, gamepasses, devproducts
Exchange Rate: Fixed by Roblox
No Cap
CURRENCY 3: SOCIAL CREDIT (Reputation)
Purpose: Status and privileges
Source: Donations, helping players, killing criminals
Loss: Killing innocents, getting arrested
Effect: Name color, NPC reactions, shop discounts
Range: -100 to +100
CURRENCY 4: DIRTY GOLD (Temporary)
Purpose: Criminal earnings
Source: Robberies, illegal jobs
Conversion: Must be laundered to become spendable
Tax: 20% at ATM, 10% at Launderer NPC
Risk: Lost 50% if killed while holding
4.2 GOLD GENERATION METHODS
PASSIVE INCOME
- Daily Login Bonus: 1,000 Gold (increases with streak)
- AFK VIP Seats: 100 Gold/minute (VIP gamepass)
- House Party Hosting: 500 Gold/minute (if guests present)
- Net Worth Interest: 0.1% of bank balance daily
ACTIVE INCOME (JOBS)
- Convenience Store Clerk: 50 Gold/minute
- Car Dealer Commission: 5% of sale price
- Banker Salary: 100 Gold/minute
- Bartender Tips: Variable (player-dependent)
- Gunsmith Crafting: 200 Gold/item crafted
CRIMINAL INCOME
- ATM Robbery: 500-2,000 Gold (random)
- Bank Vault Robbery: 10,000-50,000 Gold (team)
- Pickpocketing: 100-500 Gold (risky)
- Car Theft: 2,000-10,000 Gold (sell to chop shop)
EVENT INCOME
- Admin Event Participation: 500-5,000 Gold
- Event Winning Bonus: 10,000 Gold
- Daily Challenges: 1,000-10,000 Gold
- Leaderboard Rewards: 1,000-100,000 Gold
4.3 GOLD SINKS & EXPENDITURE
VEHICLES
- Tier 1 (Sedan): 10,000 Gold
- Tier 2 (Sports): 100,000 Gold
- Tier 3 (Luxury): 1,000,000 Gold
- Tier 4 (Hyper): 10,000,000 Gold
- Tier 5 (Exclusive): 100,000,000 Gold
WEAPONS
- Tier 1 (Basic): 5,000 Gold
- Tier 2 (Military): 50,000 Gold
- Tier 3 (Gold): 500,000 Gold
- Tier 4 (Diamond): 5,000,000 Gold
CLOTHING
- Basic Outfit: 1,000 Gold
- Designer Outfit: 100,000 Gold
- Limited Edition: 1,000,000 Gold
FURNITURE
- Basic Item: 500 Gold
- Luxury Item: 50,000 Gold
- Rare Item: 500,000 Gold
SERVICES
- House Rent: 10,000 Gold/day
- Car Insurance: 1% of car value/month
- Valet Service: 100 Gold/use
- Bail Payment: 5,000-50,000 Gold
CONSUMABLES
- Ammo: 10 Gold/clip
- Health Pack: 100 Gold
- Energy Drink: 50 Gold
- Alcohol: 200 Gold
4.4 INFLATION CONTROL MECHANISMS
DYNAMIC PRICING
- Item prices increase with demand
- Item prices decrease with low sales
- Limited stock creates scarcity
- Seasonal items rotate out
TAX SYSTEM
- P2P Transactions: 20% tax
- ATM Laundering: 20% tax
- Bank Withdrawals: 5% fee
- Shop Purchases: 10% luxury tax
SINK EVENTS
- “Tax Day” Event: 10% of all gold removed
- “Market Crash” Event: All prices drop 50%
- “Inflation” Event: All prices rise 50%
GOLD REMOVAL
- Daily upkeep on luxury items
- Weekly property taxes
- Monthly subscription fees
- Per-transaction fees
4.5 TRANSACTION TAXES & FEES
PLAYER-TO-PLAYER TRANSFERS
- Standard Transfer: 20% tax
- VIP Transfer: 10% tax (VIP gamepass)
- Offshore Transfer: 0% tax (Offshore gamepass)
- Minimum Transfer: 100 Gold
- Maximum Transfer: 1,000,000 Gold
SHOP PURCHASES
- Standard Item: 10% luxury tax
- VIP Discount: 10% off (VIP gamepass)
- Bulk Discount: 5% off (5+ items)
- No Tax: Consumables
BANKING
- Deposit: Free
- Withdrawal: 5% fee
- Transfer: 10% fee
- Loan Interest: 5% daily
CRIMINAL
- ATM Robbery: No tax (but dirty gold)
- Bank Robbery: No tax (but dirty gold)
- Laundering (ATM): 20% tax
- Laundering (NPC): 10% tax
4.6 MONEY LAUNDERING SYSTEM
DIRTY GOLD MECHANICS
- Cannot be spent directly
- Cannot be transferred to other players
- Cannot be used to buy luxury items
- Lost 50% if killed while holding
- Lost 100% if arrested
LAUNDERING OPTIONS
OPTION 1: ATM (Safe, Expensive)
- Location: Any ATM in the city
- Tax Rate: 20%
- Time: Instant
- Risk: None
- Availability: Always
OPTION 2: LAUNDERER NPC (Risky, Cheaper)
- Location: Sewers / Slums
- Tax Rate: 10%
- Time: 30 seconds
- Risk: Police patrol, ambush
- Availability: Always
OPTION 3: OFFSHORE ACCOUNT (Gamepass)
- Location: Phone menu
- Tax Rate: 0%
- Time: Instant
- Risk: None
- Availability: With gamepass (800 R$)
LAUNDERING PROCESS
- Player has Dirty Gold
- Player approaches laundering option
- Player initiates laundering
- Tax is deducted
- Clean Gold is added to wallet
- Dirty Gold is removed
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MONETIZATION CATALOG
5.1 TIER 1: IMPULSE BUYS (DEVPRODUCTS)
PRODUCT_ID_001: “POCKET CHANGE”
- Description: Small gold pack for quick purchases
- Gold Amount: 1,000 Gold
- Robux Price: 25 R$
- Category: Currency
- Limited: No
- Cooldown: None
PRODUCT_ID_002: “WALLET STUFF”
- Description: Medium gold pack for regular players
- Gold Amount: 10,000 Gold
- Robux Price: 200 R$
- Category: Currency
- Limited: No
- Cooldown: None
PRODUCT_ID_003: “BRIEFCASE”
- Description: Large gold pack for serious players
- Gold Amount: 50,000 Gold
- Robux Price: 450 R$
- Category: Currency
- Limited: No
- Cooldown: None
PRODUCT_ID_004: “VAULT KEY”
- Description: Massive gold pack for whales
- Gold Amount: 1,000,000 Gold
- Robux Price: 8,000 R$
- Category: Currency
- Limited: No
- Cooldown: None
PRODUCT_ID_005: “GET OUT OF JAIL”
- Description: Instant release from prison
- Effect: Teleport to spawn, clear wanted level
- Robux Price: 49 R$
- Category: Convenience
- Limited: No
- Cooldown: None
PRODUCT_ID_006: “FULL HEAL”
- Description: Instant health restoration in combat
- Effect: Restore 100% HP, remove all debuffs
- Robux Price: 99 R$
- Category: Combat
- Limited: No
- Cooldown: 60 seconds
PRODUCT_ID_007: “INSTANT RESPAWN”
- Description: Skip death timer
- Effect: Respawn immediately
- Robux Price: 25 R$
- Category: Convenience
- Limited: No
- Cooldown: None
PRODUCT_ID_008: “GLOBAL MESSAGE”
- Description: Send gold text to all players
- Effect: Server-wide announcement
- Robux Price: 250 R$
- Category: Social
- Limited: No
- Cooldown: 300 seconds
PRODUCT_ID_009: “MAKE IT RAIN”
- Description: Rain cash particles on server
- Effect: Visual effect + 100 Gold to all players
- Robux Price: 500 R$
- Category: Social
- Limited: No
- Cooldown: 600 seconds
PRODUCT_ID_010: “WEATHER CONTROL”
- Description: Change server weather
- Effect: Storm, Night, Eclipse, Clear
- Robux Price: 250 R$
- Category: Chaos
- Limited: No
- Cooldown: 300 seconds
5.2 TIER 2: STATUS SYMBOLS (GAMEPASSES)
PASS_ID_001: “VIP CLUB ACCESS”
- Description: Entry to exclusive Nightclub interior
- Price: 499 R$
- Category: Status
- Features:
- Access to VIP Club
- AFK Gold farming seats
- Exclusive bartender
- Private dance floor
- VIP chat tag
- Limited: No
- Permanent: Yes
PASS_ID_002: “CELEBRITY STATUS”
- Description: Server announces your join
- Price: 1,200 R$
- Category: Status
- Features:
- Join announcement
- Gold sparkles on avatar
- Celebrity chat tag
- 10% shop discount
- Limited: No
- Permanent: Yes
PASS_ID_003: “CUSTOM LICENSE PLATE”
- Description: Change car plate text
- Price: 150 R$
- Category: Customization
- Features:
- Custom plate text (8 chars max)
- Gold plate color
- Special characters allowed
- Limited: No
- Permanent: Yes
PASS_ID_004: “MUSIC CONTROL”
- Description: Access to DJ Booth
- Price: 200 R$
- Category: Social
- Features:
- DJ Booth access in Club
- Car radio control
- Boombox control
- Custom music IDs
- Limited: No
- Permanent: Yes
PASS_ID_005: “GOLD NAME TAG”
- Description: Gold colored name in chat
- Price: 350 R$
- Category: Status
- Features:
- Gold chat color
- Bold text
- Special font
- Glow effect
- Limited: No
- Permanent: Yes
PASS_ID_006: “PRIVATE SERVER ACCESS”
- Description: Create private server
- Price: 800 R$
- Category: Social
- Features:
- Private server creation
- Admin controls
- Custom settings
- Invite-only access
- Limited: No
- Permanent: Yes
5.3 TIER 3: POWER ADVANTAGES (GAMEPASSES)
PASS_ID_007: “GUN LICENSE”
- Description: Legal carrying of Tier 2 weapons
- Price: 350 R$
- Category: Combat
- Features:
- Legal carry of military weapons
- Police cannot arrest for possession
- Reduced wanted level for weapon crimes
- Access to gun shop back room
- Limited: No
- Permanent: Yes
PASS_ID_008: “SWAT CERTIFICATION”
- Description: Unlocks heavy police gear
- Price: 600 R$
- Category: Combat
- Features:
- Riot shield
- Auto-shotgun
- SWAT armor
- Police vehicle access
- Limited: No
- Permanent: Yes
PASS_ID_009: “OFFSHORE ACCOUNT”
- Description: 0% tax on money laundering
- Price: 800 R$
- Category: Economy
- Features:
- 0% laundering tax
- Instant laundering
- No location requirement
- Phone menu access
- Limited: No
- Permanent: Yes
PASS_ID_010: “2X JOB EARNINGS”
- Description: Double all job income
- Price: 450 R$
- Category: Economy
- Features:
- 2x job gold
- 2x commission
- 2x tips
- 2x criminal income
- Limited: No
- Permanent: Yes
PASS_ID_011: “UNLIMITED STAMINA”
- Description: No stamina limit on sprinting
- Price: 300 R$
- Category: Movement
- Features:
- Infinite sprint
- Faster sprint speed
- No stamina drain
- Instant stamina recovery
- Limited: No
- Permanent: Yes
PASS_ID_012: “INSTANT VEHICLE SPAWN”
- Description: Spawn car anywhere
- Price: 400 R$
- Category: Convenience
- Features:
- Spawn car at current location
- No valet required
- No cooldown
- Remote access
- Limited: No
- Permanent: Yes
5.4 TIER 4: WHALE BAIT (LIMITED STOCK)
ITEM_ID_001: “THE GOLDEN CHARIOT”
- Description: Solid gold supercar
- Price: 10,000,000 Gold OR 15,000 R$
- Category: Vehicle
- Stock: 10 per month
- Features:
- Solid gold mesh
- Particle effects
- Custom engine sound
- Exclusive license plate
- Limited: Yes
- Permanent: Yes
ITEM_ID_002: “THE HOVER-BIKE”
- Description: Sci-fi anti-gravity bike
- Price: 5,000,000 Gold OR 10,000 R$
- Category: Vehicle
- Stock: 5 per month
- Features:
- Anti-gravity physics
- Neon trails
- Boost ability
- Vertical movement
- Limited: Yes
- Permanent: Yes
ITEM_ID_003: “THE PARTY BUS”
- Description: Mobile nightclub
- Price: 3,000,000 Gold OR 8,000 R$
- Category: Vehicle
- Stock: 3 per month
- Features:
- 10 player capacity
- Built-in DJ booth
- Disco lights
- Dance floor
- Limited: Yes
- Permanent: Yes
ITEM_ID_004: “THE PENTHOUSE”
- Description: Luxury apartment with view
- Price: 20,000,000 Gold OR 25,000 R$
- Category: Property
- Stock: 1 per server
- Features:
- Panoramic view
- Private elevator
- Rooftop access
- Butler NPC
- Limited: Yes
- Permanent: Yes
ITEM_ID_005: “THE MONEY GUN”
- Description: Shoots cash particles
- Price: 1,000,000 Gold OR 5,000 R$
- Category: Weapon
- Stock: 20 per month
- Features:
- Shoots cash particles
- Heals players
- No damage
- Infinite ammo
- Limited: Yes
- Permanent: Yes
5.5 PSYCHOLOGICAL PRICING STRATEGY
ANCHORING
- Place expensive items next to cheaper ones
- Example: 10,000 R$ item next to 500 R$ item
- Effect: 500 R$ seems cheap by comparison
SCARCITY
- Limited stock items create urgency
- Time-limited offers create FOMO
- Seasonal items create exclusivity
BUNDLING
- Bundle items for “value”
- Example: VIP + 2X Gold + Gun License = 1,200 R$ (save 200 R$)
- Effect: Players feel they’re getting a deal
IMPULSE PRICING
- Low prices for quick decisions
- Example: 25 R$ for instant respawn
- Effect: Players don’t think, just buy
WHALE PRICING
- High prices for exclusivity
- Example: 15,000 R$ for Golden Chariot
- Effect: Only whales can afford, creates status
DYNAMIC PRICING
- Prices change based on demand
- Example: Popular items get more expensive
- Effect: Creates urgency to buy now
================================================================================
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JOB SYSTEM
6.1 JOB ARCHITECTURE OVERVIEW
JOB STRUCTURE
- All jobs require “Clocking In” at a specific location
- Jobs have a “Shift” system (active time)
- Jobs earn “Pending Paycheck” (must be deposited)
- Jobs have “Commission” bonuses for sales
- Jobs have “Risk” factors (can be robbed/arrested)
JOB TYPES
- Legal Jobs: Dealer, Banker, Bartender, Clerk
- Illegal Jobs: Robber, Smuggler, Hitman
- Hybrid Jobs: Gunsmith (legal crafting, illegal sales)
JOB PROGRESSION
- Level 1: Apprentice (low pay, basic tasks)
- Level 2: Journeyman (medium pay, advanced tasks)
- Level 3: Master (high pay, commission bonuses)
- Level 4: Expert (highest pay, special perks)
JOB LICENSING
- Some jobs require licenses (gamepasses)
- Licenses can be bought with Gold or Robux
- Licenses grant access to advanced features
- Licenses reduce taxes and fees
6.2 THE CAR DEALER
LOCATION: “THE GLASS BOX” (Central Plaza)
- Glass showroom with rotating car display
- Sales desk with computer terminal
- Test drive area outside
- Parking lot for customer vehicles
ROLE: SALESMAN
- Spawn player-requested cars for test drives
- Explain vehicle features and prices
- Process sales and collect payments
- Earn 5% commission on all sales
GAMEPLAY LOOP
- Customer approaches sales desk
- Dealer opens “Showroom Menu”
- Customer selects vehicle to test drive
- Dealer spawns vehicle in test drive area
- Customer test drives vehicle (5 minutes)
- Customer decides to buy or not
- If buy: Dealer processes sale, earns commission
- If not: Dealer despawns vehicle
COMMISSION STRUCTURE
- Tier 1 Vehicles: 5% commission
- Tier 2 Vehicles: 7% commission
- Tier 3 Vehicles: 10% commission
- Tier 4 Vehicles: 15% commission
PERKS
- Free test drives of any vehicle
- Access to dealer-only vehicles
- Discount on personal vehicle purchases
- Ability to set custom prices (with license)
RISKS
- Customers can rob the dealership
- Customers can steal test drive vehicles
- Police can raid for illegal sales
- Competition from other dealers
6.3 THE GUNSMITH
LOCATION: “THE BUNKER” (Alleyway / Underground)
- Hidden entrance behind club
- Underground workshop with crafting stations
- Black market sales area
- Secret storage room
ROLE: CRAFTER
- Craft custom ammo and weapon attachments
- Sell items not available in regular shops
- Modify weapons with custom skins
- Repair damaged weapons
GAMEPLAY LOOP
- Buy raw materials from NPC
- Select item to craft (ammo, silencer, scope)
- Play crafting minigame (timing bar)
- Success: Item crafted, added to inventory
- Failure: Materials lost, try again
- Advertise items to players
- Sell items for Gold
CRAFTING RECIPES
- Gold Ammo: 10 Steel + 5 Gunpowder = 50 rounds
- Silencer: 20 Steel + 10 Rubber = 1 Silencer
- Scope: 15 Glass + 5 Steel = 1 Scope
- Extended Mag: 10 Steel + 5 Plastic = 1 Extended Mag
- Custom Skin: 50 Gold + Item = Custom Item
PRICING
- Player sets prices (within limits)
- Server takes 20% tax on all sales
- VIP dealers pay 10% tax
- Offshore dealers pay 0% tax
PERKS
- Access to exclusive crafting recipes
- Ability to craft “Money Gun” (with license)
- Discount on raw materials
- Access to black market items
RISKS
- Police raids (illegal crafting)
- Customer robberies
- Material shortages
- Competition from other gunsmiths
6.4 THE BANKER
LOCATION: “CITY BANK” (Marble Interior)
- 2-story marble building
- Vault in basement
- Glass offices for private meetings
- Security room with CCTV monitors
ROLE: SECURITY / LOAN OFFICER
- Monitor bank security via CCTV
- Authorize loans for players
- Process deposits and withdrawals
- Activate vault lockdown during robberies
GAMEPLAY LOOP
- Monitor CCTV for suspicious activity
- Process customer transactions
- Authorize loan requests (credit check)
- Watch for robbery attempts
- If robbery: Activate lockdown, call police
- Collect salary (100 Gold/minute)
LOAN SYSTEM
- Maximum Loan: 50% of player’s Net Worth
- Interest Rate: 5% daily
- Repayment Time: 7 days
- Default Penalty: 5-Star Wanted Level
- Credit Score: Affects loan eligibility
SECURITY FEATURES
- Vault Lockdown (30 seconds)
- Silent Alarm (instant police alert)
- Security Cameras (record all activity)
- Guard Posts (NPC police backup)
COMMISSION
- Loan Interest: 10% of interest collected
- Transaction Fees: 5% of all fees
- Security Bonus: 500 Gold per robbery stopped
PERKS
- Access to vault (with license)
- Ability to set interest rates
- Discount on personal loans
- Access to security room
RISKS
- Being taken hostage during robberies
- Being killed by robbers
- Bank can be robbed (loss of reputation)
- Loan defaults (loss of commission)
6.5 THE BARTENDER
LOCATION: “CLUB ONYX” or “TIKI BAR”
- Bar counter with stools
- Back bar with bottles
- Dance floor nearby
- VIP section (if VIP gamepass)
ROLE: SERVER
- Mix drinks for customers
- Serve food and snacks
- Collect tips from customers
- Maintain bar atmosphere
GAMEPLAY LOOP
- Customer approaches bar
- Customer orders drink/food
- Bartender mixes drink (minigame)
- Serve drink to customer
- Customer pays + optional tip
- Collect tips (main income source)
DRINK RECIPES
- Beer: Simple (no minigame)
- Cocktail: Medium difficulty
- Signature Drink: Hard difficulty
- VIP Drink: Very hard (VIP only)
PRICING
- Drinks: 50-500 Gold
- Food: 100-1,000 Gold
- Tips: Variable (customer generosity)
- VIP Tips: Usually higher
INCOME
- Base Salary: 50 Gold/minute
- Tips: 100-5,000 Gold per customer
- VIP Bonus: 2x tips in VIP section
- Event Bonus: 3x tips during events
PERKS
- Free drinks (while working)
- Access to VIP section
- Discount on personal drinks
- Ability to create custom drinks
RISKS
- Drunk customers (can be violent)
- Bar fights (can get injured)
- Robberies (can lose tips)
- Competition from other bartenders
6.6 THE CONVENIENCE STORE CLERK
LOCATION: “24/7 STORE” (Near Spawn)
- Small store with shelves
- Register counter
- Back room for stock
- Parking lot outside
ROLE: CLERK
- Stock shelves with products
- Ring up customers at register
- Clean store (minigame)
- Handle robberies
GAMEPLAY LOOP
- Stock empty shelves (minigame)
- Customer approaches register
- Scan items (minigame)
- Collect payment
- Give change
- Handle robberies (if occur)
PRODUCTS
- Energy Drinks: 50 Gold (speed boost)
- Snacks: 100 Gold (health boost)
- Lottery Tickets: 200 Gold (gambling)
- Cigarettes: 150 Gold (cosmetic)
- Phone Cards: 500 Gold (communication)
INCOME
- Base Salary: 30 Gold/minute
- Sales Commission: 2% of sales
- Restocking Bonus: 10 Gold per shelf
- Cleanliness Bonus: 50 Gold per clean
RISKS
- Robberies (common target)
- Shoplifting (loss of inventory)
- Angry customers
- Boring work (low engagement)
6.7 THE MINER
LOCATION: “MINING SITE” (Industrial District)
- Underground mine entrance
- Mining equipment area
- Ore processing facility
- Tool shop
ROLE: MINER
- Extract ores from mine
- Process raw ores
- Sell refined materials
- Upgrade mining equipment
GAMEPLAY LOOP
- Enter mine with pickaxe
- Find ore vein (random locations)
- Mine ore (hold E, timing minigame)
- Collect ore (adds to inventory)
- Process ore at facility
- Sell refined materials
ORE TYPES
- Coal: Common, low value
- Mining Time: 5 seconds
- Value: 50 Gold per unit
- Spawn Rate: High
- Iron: Uncommon, medium value
- Mining Time: 10 seconds
- Value: 150 Gold per unit
- Spawn Rate: Medium
- Gold: Rare, high value
- Mining Time: 20 seconds
- Value: 500 Gold per unit
- Spawn Rate: Low
- Diamond: Very rare, very high value
- Mining Time: 30 seconds
- Value: 2,000 Gold per unit
- Spawn Rate: Very Low
- Crystal: Event-only, extreme value
- Mining Time: 45 seconds
- Value: 10,000 Gold per unit
- Spawn Rate: Event only
MINING EQUIPMENT
- Stone Pickaxe: Free, slow
- Iron Pickaxe: 5,000 Gold, medium speed
- Steel Pickaxe: 25,000 Gold, fast
- Diamond Pickaxe: 100,000 Gold, very fast
- Laser Drill: 500,000 Gold, instant
INCOME
- Base Salary: 40 Gold/minute
- Ore Sales: Variable (based on ore type)
- Processing Bonus: 10% extra for refined ore
- Rare Ore Bonus: 2x for diamond/crystal
RISKS
- Cave-ins (lose all ore)
- Equipment damage (repair cost)
- Other miners (competition)
- Fatigue (stamina drain)
PERMINERKS
- Access to deep mines (with license)
- Discount on equipment
- Ability to mine event-only ores
- Access to exclusive mining zones
6.8 THE FARMER
LOCATION: “FARMLAND” (Residential District outskirts)
- Large field with plots
- Greenhouse building
- Barn for storage
- Market stall
ROLE: FARMER
- Plant crops in plots
- Water and fertilize crops
- Harvest mature crops
- Sell produce at market
GAMEPLAY LOOP
- Select empty plot
- Plant seeds (costs gold)
- Water crop (daily requirement)
- Fertilize crop (optional, speeds growth)
- Wait for crop to mature
- Harvest crop (click to collect)
- Sell at market
CROP TYPES
- Wheat: Fast grow, low value
- Growth Time: 5 minutes
- Seed Cost: 10 Gold
- Sell Price: 50 Gold
- Water Need: Low
- Corn: Medium grow, medium value
- Growth Time: 15 minutes
- Seed Cost: 25 Gold
- Sell Price: 150 Gold
- Water Need: Medium
- Tomatoes: Slow grow, high value
- Growth Time: 30 minutes
- Seed Cost: 50 Gold
- Sell Price: 300 Gold
- Water Need: High
- Grapes: Very slow grow, very high value
- Growth Time: 60 minutes
- Seed Cost: 100 Gold
- Sell Price: 750 Gold
- Water Need: High
- Golden Wheat: Event-only, extreme value
- Growth Time: 10 minutes
- Seed Cost: 500 Gold
- Sell Price: 5,000 Gold
- Water Need: Low
FARMING EQUIPMENT
- Watering Can: Free, slow
- Sprinkler System: 5,000 Gold, automatic watering
- Fertilizer: 50 Gold per use, 2x growth speed
- Tractor: 100,000 Gold, harvest all at once
- Greenhouse: 500,000 Gold, 2x growth speed
INCOME
- Base Salary: 35 Gold/minute
- Crop Sales: Variable (based on crop type)
- Quality Bonus: 20% extra for well-cared crops
- Bulk Bonus: 10% extra for selling 10+ at once
RISKS
- Drought (crops die without water)
- Pests (crops destroyed, need pesticide)
- Weather damage (storm destroys crops)
- Theft (other players can steal)
PERKS
- Access to greenhouse (with license)
- Discount on seeds
- Ability to grow event-only crops
- Access to exclusive farming zones
6.9 CRIMINAL ACTIVITIES
CRIMINAL ARCHITECTURE
- No clock-in required
- High risk, high reward
- Earn “Dirty Gold” (must be laundered)
- Gain “Wanted Level” (police attention)
CRIME 1: ATM ROBBERY
- Tool: Hacking Device (bought at Tech Store)
- Action: Hold E for 20 seconds
- Risk: Alerts police instantly
- Reward: 500-2,000 Dirty Gold
- Cooldown: 5 minutes per ATM
CRIME 2: BANK VAULT ROBBERY
- Tool: C4 + Drill
- Team Size: 2-4 players recommended
- Action: Blow door → Drill vault (120 seconds)
- Risk: 5-Star Wanted Level, SWAT response
- Reward: 10,000-50,000 Dirty Gold (split)
- Cooldown: 30 minutes per server
CRIME 3: PICKPOCKETING
- Tool: None (skill-based)
- Action: Get behind player, hold E for 5 seconds
- Risk: Player notices, calls police
- Reward: 100-500 Dirty Gold
- Cooldown: None (but risky)
CRIME 4: CAR THEFT
- Tool: Lockpick (bought at Tech Store)
- Action: Break into car, hotwire (30 seconds)
- Risk: Car alarm, police chase
- Reward: Sell to chop shop (2,000-10,000 Gold)
- Cooldown: None
CRIME 5: MUGGING
- Tool: Weapon
- Action: Threaten player, demand money
- Risk: Player fights back, police called
- Reward: 50% of player’s carried gold
- Cooldown: 10 minutes
WANTED SYSTEM
- 1 Star: Assault (NPC police chase)
- 2 Stars: Theft (Player police alerted)
- 3 Stars: Robbery (Wallhacks on you)
- 4 Stars: Grand Theft (SWAT response)
- 5 Stars: Cop Killer (Server-wide bounty)
JAIL SYSTEM
- Time: 60-300 seconds (based on crimes)
- Activity: Box packing minigame (reduces time)
- Bail: Pay Robux for instant release
- Escape: Possible (very difficult, high risk)
6.8 JOB PROGRESSION & LICENSING
JOB LEVELS
- Level 1: Apprentice (0-10 hours)
- Basic tasks only
- Low pay rates
- No commission
- No perks
- Level 2: Journeyman (10-50 hours)
- Advanced tasks
- Medium pay rates
- 5% commission
- Basic perks
- Level 3: Master (50-100 hours)
- Expert tasks
- High pay rates
- 10% commission
- Advanced perks
- Level 4: Expert (100+ hours)
- All tasks
- Highest pay rates
- 15% commission
- All perks
JOB LICENSES (GAMEPASSES)
- Master Dealer License: 500 R$
- Set custom prices
- Access to dealer-only vehicles
- 5% extra commission
- Master Gunsmith License: 600 R$
- Craft “Money Gun”
- Access to black market recipes
- 10% tax reduction
- Master Banker License: 700 R$
- Set interest rates
- Access to vault
- 5% extra commission
- Master Bartender License: 400 R$
- Create custom drinks
- Access to VIP section
- 2x tips
================================================================================
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COMBAT SYSTEM
7.1 COMBAT PHILOSOPHY
COMBAT STYLE: FAST-PACED, HIGH-STAKES
- Time-to-Kill (TTK): Fast (3-4 shots with pistol)
- No health regeneration (must use health packs)
- Downed state (crawl, revive, or finish)
- Looting (steal gold from dead players)
COMBAT GOALS
- Create tension and risk
- Make combat meaningful (gold at stake)
- Encourage teamwork (revive mechanics)
- Reward skill (not just gear)
BALANCING PRINCIPLES
- Skill > Gear (mostly)
- Positioning > Firepower
- Teamwork > Solo
- Tactics > Spam
7.2 WEAPON TIERS & SPECIFICATIONS
TIER 1: BASIC (Civilian)
- Glock 17
- Damage: 15
- Fire Rate: Medium
- Accuracy: Medium
- Range: Short
- Price: 5,000 Gold
- Uzi
- Damage: 10
- Fire Rate: Fast
- Accuracy: Low
- Range: Short
- Price: 7,500 Gold
- Baseball Bat
- Damage: 25
- Fire Rate: Slow
- Accuracy: High
- Range: Melee
- Price: 1,000 Gold
TIER 2: MIL-MILITARY (Enthusiast)
- AK-47
- Damage: 25
- Fire Rate: Medium
- Accuracy: Medium
- Range: Medium
- Price: 50,000 Gold
- M4A1
- Damage: 20
- Fire Rate: Fast
- Accuracy: High
- Range: Medium
- Price: 60,000 Gold
- Shotgun
- Damage: 80 (per pellet)
- Fire Rate: Slow
- Accuracy: Low
- Range: Short
- Price: 40,000 Gold
TIER 3: GOLD (Flex)
- Gold AK-47
- Damage: 30
- Fire Rate: Medium
- Accuracy: High
- Range: Medium
- Price: 500,000 Gold
- Special: Gold tracer rounds
- Gold Deagle
- Damage: 75
- Fire Rate: Slow
- Accuracy: High
- Range: Medium
- Price: 400,000 Gold
- Special: One-shot headshot
- Money Gun
- Damage: 0
- Fire Rate: Fast
- Accuracy: High
- Range: Medium
- Price: 1,000,000 Gold
- Special: Shoots cash, heals players
TIER 4: DIAMOND (Whale)
- Diamond AR
- Damage: 35
- Fire Rate: Fast
- Accuracy: Perfect
- Range: Long
- Price: 5,000,000 Gold
- Special: Kill effect (gold statue)
- Diamond Sniper
- Damage: 100
- Fire Rate: Slow
- Accuracy: Perfect
- Range: Very Long
- Price: 6,000,000 Gold
- Special: One-shot kill, wallbang
WEAPON ATTACHMENTS
- Silencer: Reduces sound, lowers damage
- Scope: Increases zoom, lowers FOV
- Extended Mag: More ammo, slower reload
- Grip: Increases accuracy, lowers mobility
- Laser: Increases hip-fire accuracy
7.3 HEALTH & DAMAGE MODEL
HEALTH SYSTEM
- Max Health: 100
- No regeneration (must use health packs)
- Health Packs: Restore 50 HP (100 Gold)
- Instant Heal: Restore 100 HP (99 R$)
- Death: Respawn at spawn, lose 50% carried gold
DAMAGE CALCULATION
- Base Damage: Weapon damage
- Headshot Multiplier: 2x
- Body Multiplier: 1x
- Limb Multiplier: 0.5x
- Armor Reduction: 25-50%
ARMOR SYSTEM
- Body Armor: Reduces damage by 25%
- Helmet: Reduces headshot damage by 50%
- Riot Shield: Blocks frontal damage
- SWAT Armor: Reduces damage by 50%
DOWNED STATE
- Triggered when HP reaches 0
- Player crawls on ground (slow movement)
- Options:
- Revive: Requires Medkit (500 Gold)
- Finish: Stomp animation, instant death
- Rob: Steal 50% of carried gold
- Wait: Bleed out (30 seconds)
7.4 SAFE ZONES & DANGER ZONES
SAFE ZONES (No Combat)
- Bank Interior
- Car Dealership Showroom
- VIP Club Interior
- Spawn Plaza (first 5 minutes)
- Police Station Interior
DANGER ZONES (Combat Enabled)
- Streets
- Alleys
- Parking Lots
- Beach
- Slums
- Sewers
SAFE ZONE RULES
- Weapons cannot be fired
- Melee attacks disabled
- Players cannot be damaged
- Wanted players cannot enter
DANGER ZONE RULES
- All combat enabled
- No restrictions
- Police patrol areas
- Higher crime rates
7.5 THE WANTED SYSTEM
WANTED LEVELS
- 0 Stars: Clean (no police attention)
- 1 Star: Assault (NPC police chase)
- 2 Stars: Theft (Player police alerted)
- 3 Stars: Robbery (Wallhacks on you)
- 4 Stars: Grand Theft (SWAT response)
- 5 Stars: Cop Killer (Server-wide bounty)
WANTED INCREASE
- Assault: +1 Star
- Theft: +2 Stars
- Robbery: +3 Stars
- Grand Theft: +4 Stars
- Cop Killing: +5 Stars
WANTED DECREASE
- Time: -1 Star every 5 minutes
- Jail: Reset to 0
- Bribe: -1 Star (1,000 Gold)
- Death: Reset to 0
POLICE RESPONSE
- 1 Star: 1 NPC police officer
- 2 Stars: 2 NPC police officers
- 3 Stars: Player police alerted + wallhacks
- 4 Stars: SWAT Van spawns (4 officers)
- 5 Stars: Server-wide bounty (10,000 Gold)
BOUNTY SYSTEM
- Players can place bounties on wanted players
- Bounty cost: 10% of reward amount
- Bounty reward: Paid to killer
- Bounty announcement: Server-wide
7.6 DOWNED STATE MECHANICS
DOWNED TRIGGER
- HP reaches 0
- Player ragdolls to ground
- Health bar turns red
- 30-second bleed-out timer
DOWNED ACTIONS
- CRAWL: Slow movement (25% speed)
- REVIVE: Requires Medkit (500 Gold)
- FINISH: Stomp animation (instant death)
- ROB: Steal 50% of carried gold
- WAIT: Bleed out (respawn)
REVIVE MECHANICS
- Medkit required (500 Gold)
- 5-second revive animation
- Revived player has 50% HP
- Reviver gets 100 Gold reward
- Cannot be revived in safe zones
FINISH MECHANICS
- Stomp animation (2 seconds)
- Instant death
- Killer gets 50% of victim’s gold
- Killer gets +1 kill stat
- Victim respawns at spawn
ROB MECHANICS
- Hold E for 3 seconds
- Steal 50% of carried gold
- Victim respawns immediately
- Robber gets +1 robbery stat
- Robber gains +1 wanted star
BLEED-OUT MECHANICS
- 30-second timer
- Timer displayed on HUD
- Cannot be revived after 15 seconds
- Respawn at spawn when timer ends
- Lose 50% of carried gold
================================================================================
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VEHICLE SYSTEM
8.1 VEHICLE ARCHITECTURE
VEHICLE PHYSICS
- Engine: A-Chassis (tuned for drifting)
- Handling: Arcade-style (easy to drive)
- Damage: Visual deformation
- Fuel: Enabled (forces stops at gas stations)
- Insurance: 10% of value to respawn
VEHICLE OWNERSHIP
- Players can own multiple vehicles
- Vehicles saved to DataStore
- Vehicles spawn at valet or player location
- Vehicles can be customized
VEHICLE SPAWNING
- Valet: Spawn at designated parking
- Instant: Spawn at player location (gamepass)
- Remote: Spawn via phone menu
- Cooldown: 30 seconds (unless VIP)
VEHICLE STORAGE
- Garage: Stores up to 10 vehicles
- Additional Slots: 5 slots for 500 R$
- Vehicle Insurance: 10% of value/month
- Vehicle Repair: 5% of value/repair
8.2 VEHICLE TIERS & SPECIFICATIONS
TIER 1: CIVILIAN (Starter)
- Civic Sedan
- Speed: 60 mph
- Acceleration: Slow
- Handling: Good
- Seats: 4
- Price: 10,000 Gold
- Fuel: 20 miles/gallon
- SUV
- Speed: 50 mph
- Acceleration: Slow
- Handling: Fair
- Seats: 6
- Price: 15,000 Gold
- Fuel: 15 miles/gallon
- Pickup Truck
- Speed: 55 mph
- Acceleration: Slow
- Handling: Fair
- Seats: 2
- Price: 12,000 Gold
- Fuel: 18 miles/gallon
TIER 2: SPORTS (Mid-Range)
- Mustang
- Speed: 120 mph
- Acceleration: Medium
- Handling: Good
- Seats: 2
- Price: 100,000 Gold
- Fuel: 18 miles/gallon
- BMW M3
- Speed: 130 mph
- Acceleration: Medium
- Handling: Excellent
- Seats: 4
- Price: 150,000 Gold
- Fuel: 20 miles/gallon
- G-Wagon
- Speed: 100 mph
- Acceleration: Medium
- Handling: Good
- Seats: 5
- Price: 200,000 Gold
- Fuel: 16 miles/gallon
TIER 3: LUXURY (High-End)
- Lamborghini
- Speed: 180 mph
- Acceleration: Fast
- Handling: Excellent
- Seats: 2
- Price: 1,000,000 Gold
- Fuel: 15 miles/gallon
- Ferrari
- Speed: 200 mph
- Acceleration: Fast
- Handling: Excellent
- Seats: 2
- Price: 1,500,000 Gold
- Fuel: 14 miles/gallon
- McLaren
- Speed: 190 mph
- Acceleration: Fast
- Handling: Excellent
- Seats: 2
- Price: 1,200,000 Gold
- Fuel: 15 miles/gallon
TIER 4: HYPER (Ultra-End)
- Bugatti
- Speed: 250 mph
- Acceleration: Very Fast
- Handling: Excellent
- Seats: 2
- Price: 10,000,000 Gold
- Fuel: 10 miles/gallon
- Special: Active spoiler
- Koenigsegg
- Speed: 260 mph
- Acceleration: Very Fast
- Handling: Excellent
- Seats: 2
- Price: 12,000,000 Gold
- Fuel: 10 miles/gallon
- Special: Active aero
TIER 5: EXCLUSIVE (Whale)
- Golden Chariot
- Speed: 200 mph
- Acceleration: Fast
- Handling: Excellent
- Seats: 2
- Price: 100,000,000 Gold OR 15,000 R$
- Fuel: 12 miles/gallon
- Special: Solid gold, particles
- Hover-Bike
- Speed: 150 mph
- Acceleration: Instant
- Handling: Perfect
- Seats: 1
- Price: 50,000,000 Gold OR 10,000 R$
- Fuel: Electric
- Special: Anti-gravity, vertical movement
- Party Bus
- Speed: 80 mph
- Acceleration: Slow
- Handling: Fair
- Seats: 10
- Price: 30,000,000 Gold OR 8,000 R$
- Fuel: 8 miles/gallon
- Special: DJ booth, disco lights
8.3 CUSTOMIZATION SYSTEM
CUSTOMIZATION OPTIONS
- Paint Color: 50+ colors
- Wheel Color: 20+ colors
- Window Tint: 5 levels
- License Plate: Custom text (8 chars)
- Underglow: 10+ colors
- Spoiler: 5+ styles
- Decals: 20+ designs
CUSTOMIZATION PRICING
- Paint Job: 1,000 Gold
- Wheel Color: 500 Gold
- Window Tint: 2,000 Gold
- Custom Plate: 5,000 Gold (free with gamepass)
- Underglow: 3,000 Gold
- Spoiler: 5,000 Gold
- Decals: 2,000 Gold
PRESET DESIGNS
- “Street Racer”: Black paint, red underglow, spoiler
- “Luxury”: White paint, gold wheels, tint
- “Police”: Blue/white paint, light bar
- “VIP”: Gold paint, gold underglow, custom plate
8.4 FUEL & MAINTENANCE
FUEL SYSTEM
- All vehicles require fuel
- Fuel depletes while driving
- Empty fuel = vehicle stops
- Refuel at gas stations
FUEL PRICING
- Regular: 50 Gold/gallon
- Premium: 100 Gold/gallon (better performance)
- Electric: Free (charging stations)
FUEL CONSUMPTION
- Tier 1: 15-20 miles/gallon
- Tier 2: 18-22 miles/gallon
- Tier 3: 20-25 miles/gallon
- Tier 4: 25-30 miles/gallon
- Tier 5: 30+ miles/gallon
MAINTENANCE SYSTEM
- Vehicles take damage from collisions
- Damage affects performance
- Repair required at mechanic shop
REPAIR PRICING
- Minor Damage: 5% of vehicle value
- Major Damage: 10% of vehicle value
- Total Damage: 20% of vehicle value
- Instant Repair: 50 R$ (devproduct)
)
8.5 INSURANCE SYSTEM
INSURANCE TYPES
- Basic: Covers 50% of repair costs
- Premium: Covers 100% of repair costs
- VIP: Covers 100% + free towing
INSURANCE PRICING
- Basic: 1% of vehicle value/month
- Premium: 2% of vehicle value/month
- VIP: 3% of vehicle value/month (includes perks)
INSURANCE BENEFITS
- Free repairs (up to coverage)
- Free towing to garage
- Free replacement if destroyed
- Discount on new vehicles
INSURANCE CLAIMS
- File claim via phone menu
- Claim processed in 24 hours
- Maximum claims: 3 per month
- Fraud detection (automatic bans)
8.6 VALET & PARKING
VALET SYSTEM
- Spawn vehicles at designated parking
- Valet locations: Plaza, Bank, Club, Beach
- Valet cost: 100 Gold (free with VIP)
- Valet cooldown: 30 seconds
PARKING SYSTEM
- Designated parking spots throughout city
- Parking in non-designated areas = ticket
- Parking ticket: 500 Gold fine
- VIP parking: Exclusive spots (VIP only)
PARKING VIOLATIONS
- Illegal parking: 500 Gold fine
- Blocking traffic: 1,000 Gold fine
- Parking in VIP zone: 5,000 Gold fine
- Abandoned vehicle: Impounded (1,000 Gold to release)
================================================================================
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PROGRESSION SYSTEM
9.1 THE CLOUT LADDER
CLOUT CALCULATION
Clout = (Wallet Gold) + (Bank Gold) + (Vehicle Value) + (Clothing Value) +
(Weapon Value) + (Property Value) + (Furniture Value)
CLOUT TIERS
- Tier 0: Broke (< 10,000 Gold)
- Tier 1: Citizen (10,000 - 100,000 Gold)
- Tier 2: Hustler (100,000 - 1,000,000 Gold)
- Tier 3: Entrepreneur (1,000,000 - 10,000,000 Gold)
- Tier 4: Tycoon (10,000,000 - 100,000,000 Gold)
- Tier 5: Icon (100,000,000+ Gold)
CLOUT BENEFITS
- Tier 0: Basic access only
- Tier 1: Access to apartments
- Tier 2: Access to sports cars
- Tier 3: Access to VIP Club
- Tier 4: Access to penthouse
- Tier 5: Access to everything + statue
9.2 SOCIAL CLASSES
CLASS 0: BROKE
- Net Worth: < 10,000 Gold
- Chat Color: Grey
- Name Tag: None
- Restrictions:
- Cannot enter VIP Club
- Cannot buy Tier 2+ weapons
- Cannot buy Tier 2+ vehicles
- Cannot host parties
- Unlocks:
- Starter pistol
- Basic clothing
- Convenience store access
CLASS 1: CITIZEN
- Net Worth: 10,000 - 100,000 Gold
- Chat Color: White
- Name Tag: [Citizen]
- Restrictions:
- Cannot enter VIP Club
- Cannot buy Tier 3+ weapons
- Cannot buy Tier 3+ vehicles
- Unlocks:
- Apartment rental
- Tier 1 vehicles
- Tier 1 weapons
- Basic jobs
CLASS 2: HUSTLER
- Net Worth: 100,000 - 1,000,000 Gold
- Chat Color: Green
- Name Tag: [Hustler]
- Restrictions:
- Cannot enter VIP Club
- Cannot buy Tier 4+ weapons
- Cannot buy Tier 4+ vehicles
- Unlocks:
- House purchase
- Tier 2 vehicles
- Tier 2 weapons
- Advanced jobs
- Gun license
CLASS 3: ENTREPRENEUR
- Net Worth: 1,000,000 - 10,000,000 Gold
- Chat Color: Blue
- Name Tag: [Entrepreneur]
- Restrictions:
- Cannot buy Tier 5+ weapons
- Cannot buy Tier 5+ vehicles
- Unlocks:
- VIP Club access
- Tier 3 vehicles
- Tier 3 weapons
- Master jobs
- Custom license plate
CLASS 4: TYCOON
- Net Worth: 10,000,000 - 100,000,000 Gold
- Chat Color: Purple
- Name Tag: [Tycoon]
- Restrictions: None
- Unlocks:
- Penthouse access
- Tier 4 vehicles
- Tier 4 weapons
- Expert jobs
- Gold name tag
CLASS 5: ICON
- Net Worth: 100,000,000+ Gold
- Chat Color: Gold
- Name Tag: [Icon]
- Restrictions: None
- Unlocks:
- Everything
- Tier 5 vehicles
- Tier 5 weapons
- Statue in Plaza
- Server admin panel (lite)
9.3 REPUTATION SYSTEM
SOCIAL CREDIT
- Range: -100 to +100
- Starts at 0
- Affects NPC reactions
- Affects shop discounts
POSITIVE ACTIONS
- Donating to Tipjar: +5 credit per 1,000 Gold
- Killing wanted players: +10 credit
- Helping players (revive): +5 credit
- Completing jobs: +1 credit per hour
NEGATIVE ACTIONS
- Killing innocent players: -10 credit
- Getting arrested: -5 credit
- Robbing players: -15 credit
- Being reported: -5 credit
REPUTATION EFFECTS
- +50 Credit: Gold name tag, 10% shop discount
- +20 Credit: Blue name tag, 5% shop discount
- 0 Credit: White name tag, no discount
- -20 Credit: Red name tag, 5% shop tax
- -50 Credit: Dark red name tag, 10% shop tax
- -100 Credit: Black name tag, banned from VIP
9.4 ACHIEVEMENT SYSTEM
ACHIEVEMENT CATEGORIES
- Progression: Reach milestones
- Combat: Kill/Death achievements
- Economy: Gold earning achievements
- Social: Social interaction achievements
- Exploration: Discover locations
ACHIEVEMENT EXAMPLES
- “First Steps”: Spawn for the first time
- “First Paycheck”: Earn first gold
- “First Purchase”: Buy first item
- “First Kill”: Kill first player
- “First Death”: Die for the first time
- “Criminal Record”: Get first wanted level
- “Hustler”: Earn 100,000 Gold
- “Entrepreneur”: Earn 1,000,000 Gold
- “Tycoon”: Earn 10,000,000 Gold
- “Icon”: Earn 100,000,000 Gold
- “Serial Killer”: Kill 100 players
- “Pacifist”: Go 24 hours without killing
- “Social Butterfly”: Add 10 friends
- “Party Animal”: Host 5 parties
ACHIEVEMENT REWARDS
- Gold: 100-10,000 Gold
- Items: Exclusive items
- Titles: Chat tags
- Perks: Temporary boosts
9.5 LEADERBOARDS
LEADERBOARD TYPES
- Net Worth: Total account value
- Kills: Total player kills
- Donations: Total Robux donated
- Playtime: Total hours played
- Jobs: Total job hours
LEADERBOARD REWARDS
- Top 10: Exclusive statue in Plaza
- Top 100: Gold name tag
- Top 1,000: Blue name tag
- Top 10,000: Green name tag
LEADERBOARD UPDATES
- Real-time updates
- Daily resets (some leaderboards)
- Weekly resets (some leaderboards)
- Monthly resets (some leaderboards)
LEADERBOARD DISPLAY
- In-game leaderboard board in Plaza
- Phone menu leaderboard
- Discord leaderboard sync
- Website leaderboard
================================================================================
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WORLD DESIGN
10.1 MAP ARCHITECTURE
MAP SIZE: MEDIUM-DENSITY CITY
- Total Area: 2000x2000 studs
- Player Capacity: 50-70 players
- StreamingEnabled: Enabled
- Target FPS: 60+ on all devices
MAP LAYOUT
- Central Hub: Plaza (spawn point)
- Commercial District: Shops and businesses
- Residential District: Houses and apartments
- Industrial District: Factories and warehouses
- Leisure District: Beach and club
- Slums: Crime and illegal activities
MAP CONNECTIVITY
- Walking: All areas accessible by foot
- Driving: Roads connect all areas
- Teleport: Fast travel (with gamepass)
- Public Transit: Bus system (free)
10.2 ZONE BREAKDOWN
ZONE A: THE PLAZA (Central Hub)
- Location: 0,0,0 (center of map)
- Purpose: Spawn point, social hub, flex zone
- Features:
- “The Spire”: Giant golden statue of top donatorator
- “The Billboard”: Rentable screen
- “Valet Parking”: Designated parking spots
- “Global Tipjar”: Giant holographic display
- “Leaderboard Board”: Top players display
- Atmosphere: Open, bright, marble floors
- Lighting: Bright sunlight, soft shadows
- Music: Lo-fi hip hop (chill vibe)
- Safe Zone: Yes (first 5 minutes)
ZONE B: COMMERCIAL DISTRICT
- Location: North of Plaza
- Purpose: Shopping, businesses, jobs
- Features:
- Bank: 2-story marble building
- Car Dealership: Glass showroom
- Gun Shop: Hidden in alley
- Clothing Store: High-end fashion
- Convenience Store: 24/7 shop
- Tech Store: Hacking devices
- Atmosphere: Busy, commercial, neon signs
- Lighting: Bright, colorful, dynamic
- Music: Upbeat pop
- Safe Zone: Yes (interiors only)
ZONE C: RESIDENTIAL DISTRICT
- Location: East of Plaza
- Purpose: Housing, apartments, private spaces
- Features:
- Luxury Apartments: High-rise building
- Penthouse: Top floor (exclusive)
- Houses: Suburban neighborhood
- Furniture Store: Home decor
- Real Estate Office: Property sales
- Atmosphere: Quiet, residential, upscale
- Lighting: Warm, cozy, streetlights
- Music: Soft jazz
- Safe Zone: Yes (interiors only)
ZONE D: LEISURE DISTRICT
- Location: South of Plaza
- Purpose: Entertainment, nightlife, beach
- Features:
- Nightclub: “Club Onyx” (VIP section)
- Beach: Sandy shore, water
- Yacht Dock: Boat parking
- Tiki Bar: Beach drinks
- Restaurant: Fine dining
- Atmosphere: Fun, energetic, party
- Lighting: Neon, colorful, dynamic
- Music: EDM, club music
- Safe Zone: Yes (interiors only)
ZONE E: INDUSTRIAL DISTRICT
- Location: West of Plaza
- Purpose: Factories, warehouses, work
- Features:
- Factory: Industrial building
- Warehouse: Storage facility
- Chop Shop: Illegal car sales
- Mechanic Shop: Vehicle repairs
- Gas Station: Fuel and repairs
- Atmosphere: Gritty, industrial, noisy
- Lighting: Dim, industrial, harsh
- Music: Industrial ambient
- Safe Zone: No
ZONE F: THE SLUMS
- Location: Underground/sewers
- Purpose: Crime, illegal activities
- Features:
- Sewers: Labyrinth tunnels
- Launderer NPC: Money laundering
- Black Market: Illegal items
- Hideouts: Criminal safe houses
- Fight Club: Underground fighting
- Atmosphere: Dark, dangerous, mysterious
- Lighting: Dim, flickering, shadows
- Music: Dark ambient
- Safe Zone: No
10.3 ENVIRONMENTAL STORYTELLING
VISUAL STORYTELLING
- Rich areas: Clean, bright, marble
- Poor areas: Dirty, dark, concrete
- Crime areas: Gritty, dangerous, shadows
- Social areas: Colorful, vibrant, neon
AUDIO STORYTELLING
- Plaza: Chill, welcoming
- Commercial: Busy, energetic
- Residential: Quiet, peaceful
- Leisure: Fun, party
- Industrial: Noisy, mechanical
- Slums: Ominous, tense
NPC STORYTELLING
- Rich NPCs: Polite, helpful
- Poor NPCs: Rude, dismissive
- Criminal NPCs: Shady, suspicious
- Police NPCs: Authoritative, strict
INTERACTIVE STORYTELLING
- Graffiti: Gang tags, messages
- Posters: Events, advertisements
- Billboards: Player content
- Statues: Top players
- Monuments: Game history
10.4 LIGHTING & ATMOSPHERE
LIGHTING TECHNOLOGY
- Future Lighting Technology (enabled)
- Real-time shadows (high quality)
- Ambient occlusion (enabled)
- Bloom effects (premium items)
- Color correction (dynamic)
TIME OF DAY
- Day: 20 minutes (bright, sunny)
- Night: 10 minutes (dark, neon)
- Transition: 2 minutes (smooth fade)
- Cycle: Repeats every 32 minutes
WEATHER SYSTEM
- Clear: Default weather
- Rain: Reduces visibility, puddles
- Storm: Lightning, thunder, heavy rain
- Fog: Reduces visibility significantly
- Eclipse: Dark, red sky (event only)
ATMOSPHERIC EFFECTS
- Particles: Dust, smoke, sparks
- Fog: Distance fog (depth)
- Bloom: Glow effects (premium)
- Color Grading: Tint based on zone
- Screen Effects: Blur, shake (events)
10.5 AUDIO DESIGN
MUSIC SYSTEM
- Zone-based music (changes with location)
- Dynamic volume (fades in/out)
- Event music (overrides zone music)
- Custom music: Player-controlled (DJ booth)
SOUND EFFECTS
- Footsteps: Different per surface
- Weapons: Unique sounds per weapon
- Vehicles: Engine sounds, horns
- UI: Clicks, pops, chimes
- Environment: Ambience, traffic, nature
VOICE CHAT
- 17+ voice chat (enabled)
- Proximity-based (closer = louder)
- Zone-based (some zones mute)
- Admin control (mute, ban)
AUDIO CATEGORIES
- Music: 50% volume
- SFX: 100% volume
- Voice: 80% volume
- UI: 70% volume
- Ambient: 30% volume
================================================================================
-
ASSET SPECIFICATIONS
11.1 VEHICLE ASSET LIST
CIVILIAN VEHICLES (Tier 1)
- Civic_Sedan
- Mesh: 4-door sedan
- Poly Count: 2,500
- Textures: 5 (body, windows, wheels, interior, lights)
- Animations: Door open/close, trunk, hood
- Sounds: Engine, horn, door, crash
- SUV_Family
- Mesh: 4-door SUV
- Poly Count: 3,000
- Textures: 5
- Animations: Door open/close, trunk, hood
- Sounds: Engine, horn, door, crash
- Pickup_Truck
- Mesh: 2-door pickup
- Poly Count: 2,800
- Textures: 5
- Animations: Door open/close, tailgate, hood
- Sounds: Engine, horn, door, crash
SPORTS VEHICLES (Tier 2)
- Mustang_GT
- Mesh: 2-door coupe
- Poly Count: 3,500
- Textures: 6 (body, windows, wheels, interior, lights, stripes)
- Animations: Door open/close, trunk, hood, spoiler
- Sounds: Engine (V8), horn, door, crash
- BMW_M3
- Mesh: 2-door coupe
- Poly Count: 3,800
- Textures: 6
- Animations: Door open/close, trunk, hood, spoiler
- Sounds: Engine (I6), horn, door, crash
- G_Wagon
- Mesh: 4-door SUV
- Poly Count: 4,000
- Textures: 6
- Animations: Door open/close, trunk, hood, roof rack
- Sounds: Engine (V8), horn, door, crash
LUXURY VEHICLES (Tier 3)
- Lamborghini_Huracan
- Mesh: 2-door supercar
- Poly Count: 5,000
- Textures: 7 (body, windows, wheels, interior, lights, carbon, badges)
- Animations: Door open/close (scissor), trunk, hood, spoiler (active)
- Sounds: Engine (V10), horn, door, crash
- Ferrari_488
- Mesh: 2-door supercar
- Poly Count: 5,200
- Textures: 7
- Animations: Door open/close, trunk, hood, spoiler (active)
- Sounds: Engine (V8), horn, door, crash
- McLaren_720S
- Mesh: 2-door supercar
- Poly Count: 5,100
- Textures: 7
- Animations: Door open/close (butterfly), trunk, hood, spoiler (active)
- Sounds: Engine (V8), horn, door, crash
HYPER VEHICLES (Tier 4)
- Bugatti_Chiron
- Mesh: 2-door hypercar
- Poly Count: 6,000
- Textures: 8 (body, windows, wheels, interior, lights, carbon, badges, grille)
- Animations: Door open/close, trunk, hood, spoiler (active), air brake
- Sounds: Engine (W16), horn, door, crash
- Koenigsegg_Agera
- Mesh: 2-door hypercar
- Poly Count: 6,200
- Textures: 8
- Animations: Door open/close (synchro helix), trunk, hood, spoiler (active)
- Sounds: Engine (V8), horn, door, crash
EXCLUSIVE VEHICLES (Tier 5)
- Golden_Chariot
- Mesh: 2-door supercar (solid gold)
- Poly Count: 7,000
- Textures: 8 (gold, windows, wheels, interior, lights, gems, badges, particles)
- Animations: Door open/close, trunk, hood, spoiler, particle effects
- Sounds: Engine (custom), horn (musical), door (chime), crash (coins)
- Hover_Bike
- Mesh: 1-person hover bike
- Poly Count: 4,500
- Textures: 6 (body, lights, engine, particles, glow, trail)
- Animations: Hover, boost, vertical movement, particle effects
- Sounds: Engine (hum), boost (whoosh), hover (whir)
- Party_Bus
- Mesh: 10-person bus
- Poly Count: 8,000
- Textures: 10 (body, windows, wheels, interior, lights, disco, speakers, bar, dance floor)
- Animations: Door open/close, disco lights, speakers, dance floor
- Sounds: Engine, horn, music (bass), door, crash
11.2 WEAPON ASSET LIST
MELEE WEAPONS
- Fists
- Mesh: R15 character hands
- Poly Count: 500
- Animations: Punch, hook, uppercut
- Sounds: Punch (impact), swing (whoosh)
- Knife
- Mesh: Tactical knife
- Poly Count: 300
- Animations: Stab, slash, throw
- Sounds: Slash (swish), stab (squish), throw (whoosh)
- Baseball_Bat
- Mesh: Wooden bat
- Poly Count: 400
- Animations: Swing, hit, spin
- Sounds: Swing (whoosh), hit (crack)
- Katana
- Mesh: Japanese sword
- Poly Count: 600
- Animations: Slash, stab, draw, sheath
- Sounds: Slash (swish), stab (squish), draw (metal)
PISTOLS
- Glock_17
- Mesh: 9mm pistol
- Poly Count: 800
- Animations: Fire, reload, draw, holster
- Sounds: Fire (bang), reload (click), draw (slide)
- Deagle
- Mesh: .50 caliber pistol
- Poly Count: 900
- Animations: Fire, reload, draw, holster
- Sounds: Fire (boom), reload (click), draw (slide)
- Gold_Deagle
- Mesh: Gold .50 caliber pistol
- Poly Count: 1,000
- Animations: Fire, reload, draw, holster, particles
- Sounds: Fire (boom), reload (chime), draw (chime)
RIFLES
- AK_47
- Mesh: Assault rifle
- Poly Count: 1,500
- Animations: Fire, reload, draw, holster, aim
- Sounds: Fire (bang-bang), reload (click-clack), draw (rack)
- M4A1
- Mesh: Assault rifle
- Poly Count: 1,600
- Animations: Fire, reload, draw, holster, aim
- Sounds: Fire (pew-pew), reload (click-clack), draw (rack)
- Gold_AK_47
- Mesh: Gold assault rifle
- Poly Count: 1,800
- Animations: Fire, reload, draw, holster, aim, particles
- Sounds: Fire (bang-bang), reload (chime), draw (chime)
- Diamond_AR
- Mesh: Diamond assault rifle
- Poly Count: 2,000
- Animations: Fire, reload, draw, holster, aim, particles
- Sounds: Fire (laser), reload (crystal), draw (sparkle)
SPECIAL WEAPONS
- Money_Gun
- Mesh: Cash cannon
- Poly Count: 1,200
- Animations: Fire, reload, draw, holster, particles
- Sounds: Fire (cha-ching), reload (cash), draw (register)
- Shotgun
- Mesh: Pump-action shotgun
- Poly Count: 1,400
- Animations: Fire, reload, pump, draw, holster
- Sounds: Fire (boom), reload (click), pump (chunk-chunk)
- Sniper_Rifle
- Mesh: Bolt-action sniper
- Poly Count: 1,800
- Animations: Fire, reload, bolt, draw, holster, aim
- Sounds: Fire (boom), reload (click), bolt (chunk)
11.3 CLOTHING & COSMETICS
BASIC CLOTHING
- T_Shirt_Basic
- Mesh: R15 t-shirt
- Poly Count: 500
- Textures: 10 colors
- Price: 500 Gold
- Jeans_Basic
- Mesh: R15 pants
- Poly Count: 600
- Textures: 5 colors
- Price: 500 Gold
- Shoes_Basic
- Mesh: R15 shoes
- Poly Count: 400
- Textures: 5 colors
- Price: 300 Gold
DESIGNER CLOTHING
- Suit_Luxury
- Mesh: R15 suit
- Poly Count: 1,000
- Textures: 5 colors
- Price: 50,000 Gold
- Dress_Evening
- Mesh: R15 dress
- Poly Count: 800
- Textures: 10 colors
- Price: 75,000 Gold
- Watch_Gold
- Mesh: Gold watch accessory
- Poly Count: 200
- Textures: Gold texture
- Price: 25,000 Gold
LIMITED EDITION CLOTHING
- Crown_Royal
- Mesh: Crown hat
- Poly Count: 300
- Textures: Gold with gems
- Price: 1,000,000 Gold
- Limited: 100 copies
- Cape_Hero
- Mesh: Cape accessory
- Poly Count: 400
- Textures: 5 colors
- Price: 500,000 Gold
- Limited: 500 copies
- Wings_Angel
- Mesh: Wing accessory
- Poly Count: 600
- Textures: White with glow
- Price: 2,000,000 Gold
- Limited: 50 copies
11.4 FURNITURE & DECOR
BASIC FURNITURE
- Chair_Basic
- Mesh: Simple chair
- Poly Count: 300
- Textures: 5 colors
- Price: 500 Gold
- Table_Basic
- Mesh: Simple table
- Poly Count: 400
- Textures: 5 colors
- Price: 500 Gold
- Bed_Basic
- Mesh: Simple bed
- Poly Count: 800
- Textures: 5 colors
- Price: 2,000 Gold
LUXURY FURNITURE
- Sofa_Leather
- Mesh: Leather sofa
- Poly Count: 1,000
- Textures: 10 colors
- Price: 50,000 Gold
- TV_Large
- Mesh: Large TV
- Poly Count: 600
- Textures: Screen texture
- Price: 30,000 Gold
- Hot_Tub
- Mesh: Hot tub
- Poly Count: 1,500
- Textures: Water, bubbles
- Price: 100,000 Gold
SPECIAL FURNITURE
- DJ_Booth
- Mesh: DJ booth
- Poly Count: 2,000
- Textures: Lights, speakers
- Price: 500,000 Gold
- Stripper_Pole
- Mesh: Pole
- Poly Count: 500
- Textures: Chrome
- Price: 250,000 Gold
- Bar_Counter
- Mesh: Bar counter
- Poly Count: 1,500
- Textures: Wood, glass
- Price: 200,000 Gold
11.5 ENVIRONMENTAL ASSETS
BUILDINGS
- Bank_Building
- Mesh: 2-story marble building
- Poly Count: 5,000
- Textures: Marble, glass, gold
- Interior: Vault, offices, lobby
- Dealership_Building
- Mesh: Glass showroom
- Poly Count: 4,500
- Textures: Glass, concrete, metal
- Interior: Showroom, office, garage
- Club_Building
- Mesh: Nightclub
- Poly Count: 6,000
- Textures: Neon, dark, lights
- Interior: Dance floor, bar, VIP section
- Apartment_Building
- Mesh: High-rise
- Poly Count: 8,000
- Textures: Glass, concrete, metal
- Interior: Lobby, elevators, apartments
PROP OBJECTS
- Street_Light
- Mesh: Street light
- Poly Count: 200
- Textures: Metal, glass
- Animation: Light on/off
- Trash_Can
- Mesh: Trash can
- Poly Count: 100
- Textures: Metal, plastic
- Animation: Open/close
- ATM_Machine
- Mesh: ATM
- Poly Count: 300
- Textures: Metal, screen
- Animation: Screen on/off
- Vending_Machine
- Mesh: Vending machine
- Poly Count: 400
- Textures: Metal, glass, products
- Animation: Dispense item
================================================================================
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UI/UX DESIGN
12.1 VISUAL STYLE GUIDE
COLOR PALETTE
- Primary Black: #000000
- Primary Gold: #FFD700
- Primary White: #FFFFFF
- Secondary Grey: #808080
- Secondary Red: #FF0000
- Secondary Blue: #0000FF
- Secondary Purple: #800080
- Secondary Green: #008000
TYPOGRAPHY
- Header Font: Cinzel (Serif, elegant)
- Body Font: Proxima Nova (Sans-serif, clean)
- Number Font: Roboto Mono (Monospace, numbers)
- Chat Font: Open Sans (Sans-serif, readable)
FONT SIZES
- H1: 32px (Titles)
- H2: 24px (Subtitles)
- H3: 18px (Headers)
- Body: 14px (Text)
- Small: 12px (Labels)
- Tiny: 10px (Fine print)
UI COMPONENTS
- Buttons: Rounded corners, hover effects
- Inputs: Clean borders, focus states
- Panels: Semi-transparent backgrounds
- Icons: Minimalist, consistent style
- Progress Bars: Smooth animations
12.2 HUD LAYOUT
TOP LEFT: CHAT
- Position: 10, 10
- Size: 300x200
- Style: Rounded box, semi-transparent
- Features:
- Chat messages
- System messages
- Player messages
- Toggle button
TOP CENTER: LOCATION
- Position: Center, 10
- Size: Auto
- Style: Fade in/out
- Features:
- Current zone name
- Event announcements
- Server messages
TOP RIGHT: CURRENCY
- Position: Right-10, 10
- Size: Auto
- Style: Gold text, large font
- Features:
- Gold balance
- Robux balance
- Buy Gold button (+)
BOTTOM LEFT: HEALTH & STAMINA
- Position: 10, Bottom-10
- Size: 200x50
- Style: Minimalist bars
- Features:
- Health bar (white line)
- Stamina bar (yellow line)
- Wanted level stars
BOTTOM RIGHT: TOOLS
- Position: Right-10, Bottom-10
- Size: Auto
- Style: Icon buttons
- Features:
- Phone icon (main menu)
- Emote icon (dance wheel)
- Backpack icon (inventory)
- Settings icon (options)
CENTER: CROSSHAIR
- Position: Center
- Size: 20x20
- Style: Minimalist dot
- Features:
- Aim indicator
- Hit marker
- Reload indicator
PHONE CONCEPT
- Diegetic UI (in-game smartphone)
- Slides up from bottom
- Touch-friendly (large buttons)
- Swipe navigation
PHONE SCREENS
- HOME SCREEN
- App grid (4x3)
- Status bar (time, battery)
- Navigation bar (back, home)
- BANK APP
- Balance display
- Transfer money
- Transaction history
- Loan management
- MOTORS APP
- Vehicle list
- Spawn vehicle
- Customize vehicle
- Vehicle stats
- BOUNTIES APP
- Wanted players list
- Place bounty
- Claim bounty
- Bounty history
- STORE APP
- Gold packs
- Gamepasses
- Limited items
- Robux shop
- SETTINGS APP
- Graphics quality
- Audio volume
- Controls
- Streamer mode
PHONE INTERACTIONS
- Tap: Select item
- Swipe: Navigate screens
- Hold: Context menu
- Pinch: Zoom (maps)
12.4 OVERHEAD GUI SYSTEM
OVERHEAD DISPLAY FORMAT
- Line 1: [VIP Tag] or [Clan Tag]
- Line 2: Display Name
- Line 3: @Username
- Line 4: $Net Worth
OVERHEAD STYLING
- Font: Roboto Mono, 14px
- Color: Based on class (Grey, White, Green, Blue, Purple, Gold)
- Background: Semi-transparent black
- Border: None
- Shadow: Text shadow for readability
OVERHEAD BEHAVIOR
- Always visible (no toggle)
- Scales with distance
- Fades at extreme distance
- Shows on hover (detailed info)
OVERHEAD CUSTOMIZATION
- VIP: Gold glow effect
- Criminal: Red name
- Police: Blue name
- Civilian: White name
- Rich: Larger size
12.5 SHOP INTERFACES
SHOP LAYOUT
- Grid view (3 columns)
- Large item images
- Price display (prominent)
- Buy button (prominent)
- Filter/sort options
SHOP CATEGORIES
- Vehicles
- Weapons
- Clothing
- Furniture
- Consumables
- Gamepasses
SHOP ITEM CARD
- Item image (large)
- Item name (bold)
- Item description (small)
- Item price (gold/robux)
- Buy button (green)
- Preview button (blue)
SHOP FILTERS
- Price range
- Category
- Tier
- Availability
- Owned/Not owned
SHOP SORTING
- Price (low to high)
- Price (high to low)
- Name (A to Z)
- Name (Z to A)
- Newest
- Popular
12.6 NOTIFICATION SYSTEM
NOTIFICATION TYPES
- System messages (grey)
- Player messages (white)
- Purchase announcements (gold)
- Event announcements (red)
- Error messages (red)
NOTIFICATION DISPLAY
- Toast notifications (top center)
- Chat messages (top left)
- Server announcements (center screen)
- Sound effects (audio feedback)
NOTIFICATION BEHAVIOR
- Auto-dismiss (5 seconds)
- Click to dismiss
- Stack multiple notifications
- Priority system (important first)
NOTIFICATION EXAMPLES
- “[User] bought a Ferrari” (grey)
- “[User] just bought the GOLDEN BUGATTI!” (gold + sound)
- “EVENT: LOW GRAVITY - 02:30 Remaining” (red)
- “ERROR: Insufficient funds” (red)
================================================================================
-
ADMIN EVENTS SYSTEM
13.1 EVENT ARCHITECTURE
EVENT SYSTEM
- Server-side scheduler
- Random event selection
- Event duration timer
- Event reward distribution
EVENT TRIGGERS
- Automatic: Every 20-40 minutes
- Manual: Admin command
- Purchase: Whale (5,000 R$)
- Condition: Server population
EVENT SCALING
- Small server: Less intense events
- Large server: More intense events
- VIP server: Special events
- Event server: Constant events
EVENT REWARDS
- Gold: 100-10,000 Gold
- Items: Limited items
- Powers: Temporary abilities
- Status: Recognition
13.2 EVENT REGISTRY
EVENT_01: THE PURGE
- Message: “WARNING: CIVIL UNREST DETECTED. LAWS SUSPENDED.”
- Audio: Siren_01.mp3 (loop)
- Duration: 3 minutes
- Logic:
- Disable Safe Zones
- Enable PVP globally
- Reduce gun prices by 50%
- Reward: +100 Gold per kill
- Trigger: Automatic or Manual
EVENT_02: GOLDEN RAIN
- Message: “THE ECONOMY IS CRASHING… UPWARDS!”
- Audio: SlotMachine_Jackpot.mp3
- Duration: 1 minute
- Logic:
- Spawn 50 MoneyBag parts in Plaza
- OnTouch: Give player 100-500 Gold
- Despawn after 60 seconds
- Trigger: Automatic or Manual
EVENT_03: ZERO GRAVITY
- Message: “GRAVITY SYSTEMS FAILURE.”
- Audio: SciFi_PowerDown.mp3
- Duration: 2 minutes
- Logic:
- Workspace.Gravity = 50
- Apply impulse to all unanchored parts
- Cars float away
- Trigger: Automatic or Manual
EVENT_04: THE HUNT
- Message: “A BOUNTY HAS BEEN PLACED ON [RANDOM_PLAYER].”
- Audio: Heartbeat_Fast.mp3
- Duration: 3 minutes
- Logic:
- Select 1 random player
- Mark with red beam
- Killer reward: 10,000 Gold
- Survival reward: 10,000 Gold
- Trigger: Automatic or Manual
EVENT_05: DISCO INFERNO
- Message: “DANCE OR DIE.”
- Audio: Funky_Music.mp3
- Duration: 1 minute
- Logic:
- Force dance animation
- Stop cost: 100 Gold
- Disco ball appears
- Trigger: Automatic or Manual
EVENT_06: METEOR SHOWER
- Message: “METEOR SHOWER INCOMING!”
- Audio: Explosion_Bass.mp3
- Duration: 2 minutes
- Logic:
- Spawn explosive rocks
- Cars explode on hit
- Players take damage
- Trigger: Automatic or Manual
EVENT_07: THE BLACKOUT
- Message: “POWER FAILURE DETECTED.”
- Audio: Power_Down.mp3
- Duration: 2 minutes
- Logic:
- Map goes pitch black
- Streetlights turn off
- Only flashlights work
- Trigger: Automatic or Manual
EVENT_08: RISING TIDES
- Message: “FLOOD WARNING!”
- Audio: Water_Rising.mp3
- Duration: 4 minutes
- Logic:
- Water level rises
- Players must climb
- Vehicles disabled underwater
- Trigger: Automatic or Manual
EVENT_09: SUDDEN DEATH
- Message: “SUDDEN DEATH MODE ACTIVATED.”
- Audio: Heartbeat_Fast.mp3
- Duration: 2 minutes
- Logic:
- Everyone HP = 1
- One hit kills
- 100% cash drop on death
- Trigger: Automatic or Manual
EVENT_10: THE GOLDEN KEY
- Message: “A GOLDEN KEY HAS SPAWNED!”
- Audio: Treasure_Chest.mp3
- Duration: Until found
- Logic:
- Spawn key in random location
- Hint appears on screen
- First to find gets reward
- Trigger: Automatic or Manual
EVENT_11: THE NUKE (PREMIUM)
- Message: “TACTICAL NUKE INCOMING. SPONSORED BY [DONOR_NAME].”
- Audio: Nuke_Siren.mp3 + Explosion_Bass.mp3
- Duration: 10 seconds
- Logic:
- White screen fade
- Kill all players
- Respawn all
- Reset all cars
- Trigger: Purchase only (5,000 R$)
EVENT_12: FREE FOR ALL
- Message: “FREE FOR ALL MODE!”
- Audio: Chaos_Music.mp3
- Duration: 5 minutes
- Logic:
- No teams
- No safe zones
- No rules
- Double gold rewards
- Trigger: Automatic or Manual
13.3 EVENT TRIGGERS
AUTOMATIC TRIGGERS
- Time-based: Every 20-40 minutes
- Population-based: When server is full
- Activity-based: When server is quiet
- Random: Random chance every minute
MANUAL TRIGGERS
- Admin command: /event [event_name]
- Admin panel: Button to trigger event
- Developer console: Script command
PURCHASE TRIGGERS
- Whale purchase: 5,000 R$ for “Nuke”
- VIP purchase: 1,000 R$ for custom event
- Group purchase: 10,000 R$ for event pack
CONDITION TRIGGERS
- Server population: > 40 players
- Time of day: Night time
- Day of week: Weekend
- Special events: Holidays
13.4 EVENT REWARDS
GOLD REWARDS
- Participation: 100-500 Gold
- Winning: 1,000-10,000 Gold
- First place: 10,000-50,000 Gold
- Bonus: Double gold events
ITEM REWARDS
- Limited items: Event-exclusive
- Rare items: Low drop rate
- Common items: High drop rate
- Consumables: Health packs, ammo
POWER REWARDS
- Temporary abilities: Speed boost, damage boost
- Special weapons: Event-only weapons
- Vehicle access: Event-only vehicles
- Zone access: Event-only zones
STATUS REWARDS
- Recognition: Event winner announcement
- Titles: Event winner chat tag
- Statues: Event winner statue
- Leaderboard: Event winner points
================================================================================
-
TECHNICAL ARCHITECTURE
14.1 DATASTORE SCHEMA
USER_PROFILE
{
– Basic Info
UserID = number,
Username = string,
JoinDate = number,
LastLogin = number,
-- Currency
Gold = number,
Bank = number,
DirtyGold = number,
RobuxSpent = number,
-- Inventory
Inventory = {
Weapons = {},
Vehicles = {},
Clothing = {},
Furniture = {},
Consumables = {}
},
-- Properties
Properties = {
House = nil,
Apartment = nil,
Penthouse = nil
},
-- Stats
Stats = {
Kills = 0,
Deaths = 0,
Robberies = 0,
Arrests = 0,
Donations = 0,
Playtime = 0
},
-- Progression
Progression = {
Level = 1,
XP = 0,
Clout = 0,
Reputation = 0
},
-- Settings
Settings = {
Graphics = "High",
Audio = 100,
Music = 50,
Voice = 80,
StreamerMode = false
},
-- Gamepasses
Gamepasses = {
VIP = false,
GunLicense = false,
SWAT = false,
Offshore = false,
DoubleGold = false
} }
SERVER_DATA
{
– Economy
Economy = {
InflationRate = 1.0,
TaxRate = 0.2,
EventActive = false
},
-- Events
Events = {
CurrentEvent = nil,
EventTimer = 0,
NextEventTime = 0
},
-- Leaderboards
Leaderboards = {
NetWorth = {},
Kills = {},
Donations = {},
Playtime = {}
} }
14.2 CLIENT-SERVER COMMUNICATION
REMOTE FUNCTIONS (Server → Client)
- UpdateGold: Update player gold display
- UpdateInventory: Update player inventory
- UpdateStats: Update player stats
- ShowNotification: Show notification
- PlaySound: Play sound effect
- TriggerEvent: Trigger admin event
REMOTE FUNCTIONS (Client → Server)
- BuyItem: Purchase item
- SellItem: Sell item
- TransferGold: Transfer gold to player
- DepositGold: Deposit gold to bank
- WithdrawGold: Withdraw gold from bank
- RobATM: Rob ATM
- RobBank: Rob bank
- ReportPlayer: Report player
REMOTE EVENTS (Server → Client)
- OnPlayerJoined: Player joined server
- OnPlayerLeft: Player left server
- OnItemPurchased: Item purchased
- OnGoldTransferred: Gold transferred
- OnEventStarted: Event started
- OnEventEnded: Event ended
REMOTE EVENTS (Client → Server)
- OnChatMessage: Chat message sent
- OnEmotePlayed: Emote played
- OnVehicleSpawned: Vehicle spawned
- OnWeaponFired: Weapon fired
14.3 ANTI-EXPLOIT STRATEGY
MOVEMENT VALIDATION
- Server-side position checks
- WalkSpeed limits (max 30)
- JumpPower limits (max 100)
- Teleport detection (distance > 100)
- Flight detection (Z position > 100)
ECONOMY VALIDATION
- Server-side purchase verification
- Price checks (prevent free items)
- Gold checks (prevent negative gold)
- Transaction limits (max transfer)
- Cooldown checks (prevent spam)
COMBAT VALIDATION
- Server-side damage calculation
- Distance checks (range limits)
- Wallbang checks (raycast)
- Rate of fire checks (prevent spam)
- Hit validation (server-side)
DATA VALIDATION
- Input sanitization (prevent injection)
- Type checking (prevent crashes
- Length limits (prevent overflow)
- Format validation (prevent errors)
SECURITY MEASURES
- Encryption (sensitive data)
- Obfuscation (client scripts)
- Rate limiting (API calls)
- IP banning (repeat offenders)
- Account banning (serious offenses)
STREAMING ENABLED
- Enabled: Yes
- Radius: 500 studs
- Mode: Atomic
- Benefits: Reduced memory, faster loading
LEVEL OF DETAIL (LOD)
- LOD 0: 0-100 studs (high detail)
- LOD 1: 100-300 studs (medium detail)
- LOD 2: 300-500 studs (low detail)
- LOD 3: 500+ studs (lowest detail)
TEXTURE OPTIMIZATION
- Texture atlas: Combine UI images
- Texture compression: Reduce file size
- Texture streaming: Load on demand
- Mipmaps: Improve distant quality
MESH OPTIMIZATION
- Mesh compression: Reduce file size
- Mesh simplification: Reduce poly count
- Mesh instancing: Reuse meshes
- Mesh merging: Combine parts
SCRIPT OPTIMIZATION
- Module scripts: Shared code
- Local variables: Faster access
- Caching: Store frequently accessed data
- Object pooling: Reuse objects
- Event throttling: Limit event frequency
AUDIO OPTIMIZATION
- Audio streaming: Load on demand
- Audio compression: Reduce file size
- Audio pooling: Reuse sounds
- Audio attenuation: Distance-based volume
14.5 MODULE STRUCTURE
PROJECT STRUCTURE
Society/
├── src/
│ ├── ReplicatedStorage/
│ │ ├── Shared/
│ │ │ ├── Config/
│ │ │ │ ├── GameConfig.lua
│ │ │ │ ├── EconomyConfig.lua
│ │ │ │ ├── CombatConfig.lua
│ │ │ │ └── VehicleConfig.lua
│ │ │ ├── Constants/
│ │ │ │ ├── Currency.lua
│ │ │ │ ├── Permissions.lua
│ │ │ │ └── Zones.lua
│ │ │ ├── Enums/
│ │ │ │ ├── JobType.lua
│ │ │ │ ├── WeaponTier.lua
│ │ │ │ ├── VehicleTier.lua
│ │ │ │ └── EventType.lua
│ │ │ ├── Utilities/
│ │ │ │ ├── Math.lua
│ │ │ │ ├── Table.lua
│ │ │ │ ├── String.lua
│ │ │ │ └── Debug.lua
│ │ │ └── Types/
│ │ │ ├── PlayerData.lua
│ │ │ ├── Inventory.lua
│ │ │ └── VehicleData.lua
│ │ └── Client/
│ │ ├── Controllers/
│ │ │ ├── UIController.lua
│ │ │ ├── InputController.lua
│ │ │ ├── CameraController.lua
│ │ │ └── AudioController.lua
│ │ ├── Services/
│ │ │ ├── UIService.lua
│ │ │ ├── PhoneService.lua
│ │ │ ├── NotificationService.lua
│ │ │ └── ShopService.lua
│ │ ├── Systems/
│ │ │ ├── MovementSystem.lua
│ │ │ ├── CombatSystem.lua
│ │ │ └── VehicleSystem.lua
│ │ └── UI/
│ │ ├── HUD.lua
│ │ ├── Phone.lua
│ │ ├── Shop.lua
│ │ └── OverheadGUI.lua
│ ├── ServerScriptService/
│ │ ├── Core/
│ │ │ ├── Game.lua
│ │ │ ├── Server.lua
│ │ │ └── Bootstrap.lua
│ │ ├── Services/
│ │ │ ├── DataStoreService.lua
│ │ │ ├── PlayerService.lua
│ │ │ ├── EconomyService.lua
│ │ │ ├── CombatService.lua
│ │ │ ├── VehicleService.lua
│ │ │ ├── JobService.lua
│ │ │ ├── EventService.lua
│ │ │ ├── AdminService.lua
│ │ │ └── ModerationService.lua
│ │ ├── Systems/
│ │ │ ├── EconomySystem.lua
│ │ │ ├── CombatSystem.lua
│ │ │ ├── VehicleSystem.lua
│ │ │ ├── JobSystem.lua
│ │ │ ├── EventSystem.lua
│ │ │ ├── WantedSystem.lua
│ │ │ └── ProgressionSystem.lua
│ │ ├── Modules/
│ │ │ ├── Jobs/
│ │ │ │ ├── CarDealer.lua
│ │ │ │ ├── Gunsmith.lua
│ │ │ │ ├── Banker.lua
│ │ │ │ ├── Bartender.lua
│ │ │ │ ├── Clerk.lua
│ │ │ │ ├── Miner.lua
│ │ │ │ ├── Farmer.lua
│ │ │ │ └── Criminal.lua
│ │ │ ├── Events/
│ │ │ │ ├── Purge.lua
│ │ │ │ ├── GoldenRain.lua
│ │ │ │ ├── ZeroGravity.lua
│ │ │ │ ├── TheHunt.lua
│ │ │ │ ├── DiscoInferno.lua
│ │ │ │ ├── MeteorShower.lua
│ │ │ │ ├── TheBlackout.lua
│ │ │ │ ├── RisingTides.lua
│ │ │ │ ├── SuddenDeath.lua
│ │ │ │ ├── GoldenKey.lua
│ │ │ │ ├── FreeForAll.lua
│ │ │ │ └── TheNuke.lua
│ │ │ ├── Weapons/
│ │ │ │ ├── WeaponBase.lua
│ │ │ │ ├── Pistol.lua
│ │ │ │ ├── Rifle.lua
│ │ │ │ ├── Shotgun.lua
│ │ │ │ ├── Sniper.lua
│ │ │ │ └── Melee.lua
│ │ │ ├── Vehicles/
│ │ │ │ ├── VehicleBase.lua
│ │ │ │ ├── Civilian.lua
│ │ │ │ ├── Sports.lua
│ │ │ │ ├── Luxury.lua
│ │ │ │ ├── Hyper.lua
│ │ │ │ └── Exclusive.lua
│ │ │ └── Zones/
│ │ │ ├── Plaza.lua
│ │ │ ├── Commercial.lua
│ │ │ ├── Residential.lua
│ │ │ ├── Leisure.lua
│ │ │ ├── Industrial.lua
│ │ │ └── Slums.lua
│ ├── ServerStorage/
// │ ├── Assets/
│ │ │ ├── Vehicles/
│ │ │ ├── Weapons/
│ │ │ ├── Clothing/
│ │ │ └── Furniture/
│ │ └── Data/
│ │ ├── DefaultPlayerData.lua
│ │ └── ServerData.lua
│ ├── StarterPlayerScripts/
│ │ ├── Client/
│ │ │ ├── Init.lua
│ │ │ ├── InputHandler.lua
│ │ │ └── NetworkHandler.lua
│ └── StarterCharacterScripts/
│ ├── Character/
│ │ ├── Init.lua
│ │ ├── Health.lua
│ │ └── Movement.lua
└── wally.toml
MODULE DESCRIPTIONS
CORE MODULES
- Game.lua: Main game controller, initializes all systems
- Server.lua: Server initialization, event listeners
- Bootstrap.lua: Entry point, loads all modules
SERVICE MODULES
- DataStoreService.lua: Handles all DataStore operations
- PlayerService.lua: Manages player data and sessions
- EconomyService.lua: Handles gold transactions and economy
- CombatService.lua: Manages combat and damage
- VehicleService.lua: Handles vehicle spawning and management
- JobService.lua: Manages job system and shifts
- EventService.lua: Handles admin events
- AdminService.lua: Admin commands and tools
- ModerationService.lua: Player moderation and bans
SYSTEM MODULES
- EconomySystem.lua: Core economy logic
- CombatSystem.lua: Core combat logic
- VehicleSystem.lua: Core vehicle logic
- JobSystem.lua: Core job logic
- EventSystem.lua: Core event logic
- WantedSystem.lua: Wanted level management
- ProgressionSystem.lua: Player progression and leveling
JOB MODULES
- CarDealer.lua: Car dealer job logic
- Gunsmith.lua: Gunsmith job logic
- Banker.lua: Banker job logic
- Bartender.lua: Bartender job logic
- Miner.lua: Mining job logic
- Farmer.lua: Farming job logic
- Criminal.lua: Criminal activity logic
EVENT MODULES
- ThePurge.lua: PVP event logic
- GoldRush.lua: Gold rain event logic
- ZeroGravity.lua: Zero gravity event logic
- TheHunt.lua: Bounty hunt event logic
- DiscoInferno.lua: Dance event logic
- MeteorShower.lua: Meteor event logic
- TheNuke.lua: Nuke event logic
UI MODULES
- PhoneUI.lua: Phone menu interface
- ShopUI.lua: Shop interface
- HUD.lua: Heads-up display
- OverheadUI.lua: Player overhead display
- NotificationUI.lua: Notification system
——————————————————————————
MARKETING STRATEGY
——————————————————————————
MARKETING POSITIONING
- Tagline: “Society is the only Roblox game where being broke is a choice.”
- Vibe: High-stakes social realism
- Gap: Da Hood for Adults and Brookhaven for Rich People
- Differentiation: Meaningful PVP, adult social spaces, real economy
TIKTOK STRATEGY (PRIMARY CHANNEL)
Content Pillars:
- “The Admin” Content - Owner trolling players, giving away gold
- “Whale Flex” Content - Showcasing expensive purchases, VIP access
- “Chaos” Content - Admin event highlights, funny moments
- “Social” Content - Player interactions, voice chat, club vibes
Posting Schedule:
- Frequency: 2-3 videos per day
- Best Times: 6-9 PM EST
- Hashtags: #Roblox #DaHood #Brookhaven #SocietyGame #Roblox17+
YOUTUBE STRATEGY
Content Types:
- “Full Session” Videos - 30-60 minute gameplay with commentary
- “Guide” Videos - How to make money, best jobs, VIP guide
- “Event” Videos - New content announcements, limited item drops
- “Collaboration” Videos - Playing with other YouTubers
Posting Schedule:
- Frequency: 2-3 videos per week
- Best Days: Friday, Saturday, Sunday
DISCORD STRATEGY
Server Structure:
- #announcements: Official updates
- #general-chat: Community discussion
- #show-off-your-flex: Player showcases
- #looking-for-group: LFG channel
- #giveaways-events: Community events
- #leaderboards: Rankings
- #bug-reports: Bug tracking
- #suggestions: Feature requests
- #vip-lounge: Verified $100k+ Net Worth
- #the-1-percent: Verified $1M+ Net Worth
Role System:
- Citizen: Default
- Hustler: Verified $100k Net Worth
- Tycoon: Verified $1M Net Worth
- Icon: Verified $10M Net Worth
- Whale: Top 10 Donators
- Contributor: Game developers
- Moderator: Staff
- Owner: Game owner
INFLUENCER PARTNERSHIPS
Tier 1: Mega Influencers (100k+ followers)
- Offer: 5% revenue share + exclusive in-game item
- Expectations: 2+ videos/month, Discord presence
- Budget: 10,000 R$/month
Tier 2: Mid-Tier Influencers (10k-100k followers)
- Offer: 3% revenue share + featured in game
- Expectations: 1+ video/month, social media
- Budget: 5,000 R$/month
Tier 3: Micro Influencers (1k-10k followers)
- Offer: 1% revenue share + creator code
- Expectations: 1+ video/month
- Budget: 1,000 R$/month
Creator Code System:
- Each influencer gets a unique code
- Code gives players 10% bonus gold
- Influencer gets 5% of player’s first purchase
- Tracking via Roblox affiliate system
LAUNCH STRATEGY
Pre-Launch Phase (4 Weeks Before):
- Week 4: Teaser website, Discord opening, social media setup
- Week 3: Trailer release, beta applications, press release
- Week 2: Beta testing begins, daily content updates
- Week 1: Countdown, final marketing push, pre-registration
Launch Week:
- Day 1: Game goes live, Double Gold Weekend, influencer streams
- Day 2-3: Community events, giveaways, developer Q&A
- Day 4-7: Daily updates, bug fixes, community feedback
Post-Launch Phase:
- Week 2-4: Content updates, balance adjustments, community events
- Month 2-3: Major content update, seasonal event, influencer push
——————————————————————————
POST-LAUNCH SUPPORT
——————————————————————————
LIVE OPERATIONS
Daily Operations:
- Monitoring: Server performance, player counts, revenue, error logs
- Tasks: Review reports, address bugs, monitor economy, check exploits
Weekly Operations:
- Updates: Balance adjustments, bug fixes, QoL improvements
- Meetings: Team sync, community review, planning session
Monthly Operations:
- Major Updates: New content, features, systems, marketing refresh
- Reviews: Performance metrics, revenue analysis, player feedback
CONTENT UPDATES
Update Schedule:
- Week 1-4: Bug fixes, balance adjustments, QoL, small content
- Month 2-3: Major content update, new features, seasonal events
- Month 4-6: Expansion content, major systems, new locations
- Month 7-12: Regular updates, seasonal content, community features
Content Roadmap:
- Q1 2025: Launch, post-launch polish, first major update, seasonal event
- Q2 2025: Expansion content, new features, community events
- Q3 2025: Major update, new systems, seasonal event, influencer push
- Q4 2025: Anniversary event, year-end content, holiday events
PLAYER SUPPORT
Support System:
- Channels: In-game reporting, Discord tickets, email, social media
- Response Times: Critical <1h, High <4h, Medium <24h, Low <48h
Support Categories:
- Technical Issues: Crashes, performance, bugs, exploits
- Account Issues: Lost progress, purchases, recovery, data
- Player Reports: Harassment, exploiting, violations, toxicity
- General Inquiries: Questions, requests, feedback, suggestions
COMMUNITY MANAGEMENT
Moderation:
- Tools: Auto-moderation bots, manual moderation, report system, ban system
- Actions: Warnings, mutes, temp bans, perm bans, IP bans
- Guidelines: Clear rules, consistent enforcement, appeal process
Community Events:
- Daily: Small events, giveaways
- Weekly: Medium events, challenges, tournaments
- Monthly: Large events, seasonal content, major updates
- Seasonal: Major events, exclusive content
ANALYTICS & OPTIMIZATION
Key Metrics:
- Player Metrics: DAU, MAU, session length, retention, churn
- Revenue Metrics: Daily/monthly revenue, ARPU, ARPPU, conversion
- Engagement Metrics: Time in game, actions/session, interactions, events
Analysis Tools:
- Roblox Analytics
- Custom analytics
- A/B testing
- User surveys
- Feedback analysis
CONTINUOUS IMPROVEMENT
Update Cycle:
- Collect feedback
- Analyze data
- Plan updates
- Implement changes
- Test thoroughly
- Deploy updates
- Monitor results
- Iterate
Focus Areas:
- Priority 1: Critical issues (bugs, exploits, performance, revenue)
- Priority 2: Player experience (QoL, balance, features, content)
- Priority 3: Growth (marketing, community, influencers, expansion)
——————————————————————————
LICENSE & CREDITS
——————————————————————————
LICENSE INFORMATION
Project: Society (High Life)
License: Proprietary
Copyright: © 2025 Society Development Team
All Rights Reserved
INTELLECTUAL PROPERTY
Ownership:
- All game assets are owned by the project
- All code is owned by the project
- All designs are owned by the project
- All branding is owned by the project
Usage Rights:
- Contributors retain moral rights
- Contributors grant exclusive usage rights
- No redistribution without permission
- No modification without permission
CREDITS
Project Owner:
- Role: Executive Producer, Marketing Lead, Vision Holder
- Share: 30% of Revenue
- Responsibilities: Game vision, marketing, funding, final decisions
Development Team:
- Lead Scripter: 17.5% of Revenue (25% of 70% pool)
- Core systems, economy, anti-exploit, performance optimization
- Lead Builder: 14.0% of Revenue (20% of 70% pool)
- Map creation, asset modeling, lighting, optimization
- UI Designer: 10.5% of Revenue (15% of 70% pool)
- All UI interfaces, HUD, menus, mobile optimization
- Animator: 7.0% of Revenue (10% of 70% pool)
- Character, vehicle, combat animations, emotes
- Sound Designer: 7.0% of Revenue (10% of 70% pool)
- Sound effects, music, ambient audio, voice lines
- QA/Support: 7.0% of Revenue (10% of 70% pool)
- Testing, bug reporting, player support, QA
Special Thanks:
- Community Contributors: Beta testers, feedback providers, content creators
- External Resources: Roblox Corporation, ProfileService, Knit/Flamework
Acknowledgments:
This game would not be possible without:
- The Roblox platform
- Our dedicated contributors
- Our supportive community
- The inspiration from existing games
- The feedback from our players
——————————————————————————
——————————————————————————
OFFICIAL CHANNELS
Discord Server:
- Link: [Join our Discord]
- Purpose: Community, Support, Announcements
- Features: Real-time chat, support tickets, announcements, events, VIP channels
Twitter/X:
- Handle: @SocietyGame
- Purpose: Updates, Announcements, Community
- Content: Quick updates, screenshots, highlights, event reminders
Email:
- Address: contact@societygame.com
- Purpose: Business Inquiries, Support
- Response Time: 24-48 hours
Roblox Group:
- Link: [Join Group]
- Purpose: Game Access, Updates, Community
- Features: Game access, group shout, wall posts, member roles
SUPPORT RESOURCES
Documentation:
- Game Guide: How to play
- Economy Guide: Making money
- Job Guide: Working jobs
- Combat Guide: Fighting
- FAQ: Common questions
Video Tutorials:
- Beginner Guide: Getting started
- Money Making: Earning gold
- Advanced Tips: Pro strategies
- Event Guides: Admin events
Tips & Tricks:
- Daily: Quick tips
- Weekly: Strategy guides
- Monthly: Deep dives
BUSINESS INQUIRIES
Partnerships:
- Contact: partnerships@societygame.com
- Types: Influencer partnerships, sponsorships, collaborations, cross-promotions
Press & Media:
- Contact: press@societygame.com
- Resources: Press kit, media assets, interview requests, review copies
Careers:
- Contact: careers@societygame.com
- Positions: Scripters, Builders, asUI Designers, Animators, Sound Designers
REPORTING ISSUES
Bug Reports:
- Method: Discord Support Tickets
- Required: Description, steps to reproduce, expected/actual behavior, screenshots
Exploit Reports:
- Method: Email (exploits@societygame.com)
- Reward: Up to 10,000 R$ for critical exploits
- Required: Description, steps to reproduce, impact assessment, proof of concept
Emergency Contacts:
- Critical Issues: emergency@societygame.com
- Response Time: < 1 hour
- Examples: Game-wide exploits, security breaches, server crashes, revenue issues
——————————————————————————
END OF DOCUMENT
——————————————————————————
Version: 1.0.0
Status: Pre-Production
Last Updated: 2025
——————————————————————————
- Bartender.lua: Bartender job logic
- Clerk.lua: Convenience store clerk logic
- Miner.lua: Mining job logic
- Farmer.lua: Farming job logic
- Criminal.lua: Criminal activities logic
EVENT MODULES
- Purge.lua: Purge event logic
- GoldenRain.lua: Golden rain event logic
- ZeroGravity.lua: Zero gravity event logic
- TheHunt.lua: Hunt event logic
- DiscoInferno.lua: Disco event logic
- MeteorShower.lua: Meteor shower event logic
- TheBlackout.lua: Blackout event logic
- RisingTides.lua: Rising tides event logic
- SuddenDeath.lua: Sudden death event logic
- GoldenKey.lua: Golden key event logic
- FreeForAll.lua: Free for all event logic
- TheNuke.lua: Nuke event logic
WEAPON MODULES
- WeaponBase.lua: Base weapon class
- Pistol.lua: Pistol weapon logic
- Rifle.lua: Rifle weapon logic
- Shotgun.lua: Shotgun weapon logic
- Sniper.lua: Sniper weapon logic
- Melee.lua: Melee weapon logic
VEHICLE MODULES
- VehicleBase.lua: Base vehicle class
- Civilian.lua: Civilian vehicle logic
- Sports.lua: Sports vehicle logic
- Luxury.lua: Luxury vehicle logic
- Hyper.lua: Hyper vehicle logic
- Exclusive.lua: Exclusive vehicle logic
ZONE MODULES
- Plaza.lua: Plaza zone logic
- Commercial.lua: Commercial district logic
- Residential.lua: Residential district logic
- Leisure.lua: Leisure district logic
- Industrial.lua: Industrial district logic
- Slums.lua: Slums zone logic
CLIENT MODULES
- UIController.lua: UI management
- InputController.lua: Input handling
- CameraController.lua: Camera management
- AudioController.lua: Audio management
- UIService.lua: UI service
- PhoneService.lua: Phone menu service
- NotificationService.lua: Notification service
- ShopService.lua: Shop service
- MovementSystem.lua: Client movement
- CombatSystem.lua: Client combat
- VehicleSystem.lua: Client vehicle
- HUD.lua: HUD UI
- Phone.lua: Phone menu UI
- Shop.lua: Shop UI
- OverheadGUI.lua: Overhead GUI
14.6 SECURITY PROTOCOLS
DATA SECURITY
- Encryption: AES-256 for sensitive data
- Hashing: SHA-256 for passwords
- Salting: Random salt for each user
- Validation: Server-side only
NETWORK SECURITY
- Rate limiting: Prevent DDoS
- IP filtering: Block malicious IPs
- Request validation: Check all inputs
- Session management: Secure tokens
ACCOUNT SECURITY
- 2FA: Two-factor authentication
- Password requirements: Strong passwords
- Session timeout: Auto-logout
- Account recovery: Email verification
TRANSACTION SECURITY
- Server-side validation: All transactions
- Rollback mechanism: Undo failed transactions
- Audit logs: Track all transactions
- Fraud detection: Flag suspicious activity
================================================================================
-
PRODUCTION PLAN
15.1 DEVELOPMENT PHASES
PHASE 1: ALPHA (WEEKS 1-4)
- Goal: Core mechanics working
- Deliverables:
- Movement system
- Gun system
- Basic map (greybox)
- DataStore setup
- Buy Gold functionality
- Team: Lead Scripter, Lead Builder
- Testing: Internal only
PHASE 2: BETA (WEEKS 5-8)
- Goal: Full game features
- Deliverables:
- Complete map (art)
- Vehicle system
- Job system
- Admin event system
- UI/UX complete
- Team: All contributors
- Testing: Closed beta (selected players)
PHASE 3: POLISH (WEEKS 9-10)
- Goal: Bug fixes and optimization
- Deliverables:
- Bug fixes
- Performance optimization
- Balance adjustments
- Sound design
- Final polish
- Team: All contributors
- Testing: Open beta (paid access)
PHASE 4: LAUNCH (WEEKS 11-12)
- Goal: Public release
- Deliverables:
- Marketing campaign
- Influencer outreach
- Launch event
- Live monitoring
- Post-launch support
- Team: Owner + Marketing
- Testing: Live production
15.2 MILESTONE TIMELINE
WEEK 1: PROJECT SETUP
- Create Roblox place
- Set up team structure
- Set up version control
- Set up communication channels
- Define coding standards
WEEK 2: CORE SYSTEMS
- Implement movement
- Implement combat
- Implement DataStore
- Implement basic UI
- Implement basic map
WEEK 3: ECONOMY SYSTEM
- Implement gold system
- Implement shop system
- Implement job system
- Implement banking system
- Implement transaction system
WEEK 4: VEHICLE SYSTEM
- Implement vehicle physics
- Implement vehicle spawning
- Implement vehicle customization
- Implement vehicle damage
- Implement vehicle storage
WEEK 5: MAP CREATION
- Build Plaza
- Build Commercial District
- Build Residential District
- Build Leisure District
- Build Slums
WEEK 6: ASSET CREATION
- Create vehicle models
- Create weapon models
- Create clothing models
- Create furniture models
- Create environmental assets
WEEK 7: UI/UX CREATION
- Design HUD
- Design phone menu
- Design shop interfaces
- Design overhead GUI
- Design notification system
WEEK 8: ADMIN EVENTS
- Implement event system
- Create event assets
- Implement event triggers
- Implement event rewards
- Test all events
WEEK 9: TESTING & BUG FIXES
- Internal testing
- Bug fixing
- Performance optimization
- Balance adjustments
- Security testing
WEEK 10: BETA TESTING
- Closed beta launch
- Collect feedback
- Fix critical bugs
- Adjust balance
- Prepare for launch
WEEK 11: MARKETING
- Marketing campaign launch
- Influencer outreach
- Social media push
- Discord community building
- Pre-launch hype
WEEK 12: LAUNCH
- Public launch
- Live monitoring
- Post-launch support
- Content planning
- Community management
15.3 RISK ASSESSMENT
RISK 1: ROBLOX TOS VIOLATION
- Probability: Low
- Impact: High
- Mitigation:
- Legal review of all features
- Avoid gambling with Robux
- Follow 17+ guidelines
- Regular TOS checks
RISK 2: HYPER-INFLATION
- Probability: Medium
- Impact: High
- Mitigation:
- Implement inflation controls
- Regular economy balancing
- Gold sinks
- Transaction taxes
RISK 3: EXPLOITING/HACKING
- Probability: High
- Impact: High
- Mitigation:
- Server-side validation
- Anti-exploit measures
- Regular security audits
- Quick patch deployment
RISK 4: PERFORMANCE ISSUES
- Probability: Medium
- Impact: Medium
- Mitigation:
- Performance optimization
- StreamingEnabled
- LOD systems
- Regular performance testing
RISK 5: LOW PLAYER RETENTION
- Probability: Medium
- Impact: High
- Mitigation:
- Engaging retention mechanics
- Regular content updates
- Community events
- Feedback-driven development
RISK 6: TEAM CONFLICTS
- Probability: Medium
- Impact: Medium
- Mitigation:
- Clear contracts
- Regular communication
- Conflict resolution process
- Fair revenue distribution
RISK 7: MARKETING FAILURE
- Probability: Low
- Impact: High
- Mitigation:
- Diversified marketing strategy
- Influencer partnerships
- Community building
- Viral content creation
15.4 DEPENDENCIES
TECHNICAL DEPENDENCIES
- Roblox Studio: Latest version
- Roblox API: 17+ features
- ProfileService: DataStore management
- Knit/Flamework: Framework choice
- Rojo: Version control (optional)
EXTERNAL DEPENDENCIES
- Discord: Community management
- Twitter/X: Social media
- TikTok: Marketing
- YouTube: Content creation
- Influencers: Partnerships
LEGAL DEPENDENCIES
- Roblox Terms of Service
- 17+ Verification System
- Contributor Contracts
- Revenue Share Agreements
- IP Assignment Agreements
RESOURCE DEPENDENCIES
- Development Budget: 50,000 R$
- Marketing Budget: 100,000 R$
- Server Costs: 10,000 R$/month
- Asset Budget: 20,000 R$
- Emergency Fund: 20,000 R$
15.5 QUALITY ASSURANCE
TESTING METHODOLOGY
- Unit Testing: Individual functions
- Integration Testing: System interactions
- Load Testing: Server performance
- Security Testing: Exploit prevention
- User Testing: UX validation
TESTING CHECKLIST
- All jobs work correctly
- All weapons function properly
- All vehicles spawn correctly
- All transactions are secure
- All events trigger correctly
- All UI elements are accessible
- All assets load properly
- All audio plays correctly
BUG TRACKING
- Bug reporting system
- Bug prioritization
- Bug assignment
- Bug verification
- Bug deployment
QUALITY STANDARDS
- No critical bugs at launch
- 60+ FPS on all devices
- < 3 second load times
- < 1% crash rate
- 99.9% uptime
================================================================================
-
MARKETING STRATEGY
16.1 MARKET POSITIONING
POSITIONING STATEMENT
“For adult Roblox players who want to show off their wealth and status, Society
is the only 17+ social game that combines luxury aesthetics with aggressive
monetization, unlike Da Hood (too toxic) or Brookhaven (too boring).”
TARGET MESSAGES
- To Whales: “Be the richest player in the server”
- To Grinders: “Work your way to the top”
- To Socializers: “Hang out in style”
- To Criminals: “Rob, steal, and launder”
COMPETITIVE ADVANTAGES
- 17+ rating (mature content)
- Luxury aesthetic (high-end visuals)
- Aggressive monetization (revenue focus)
- Admin events (chaos and fun)
- Social hierarchy (status system)
16.2 TIKTOK CONTENT PLAN
CONTENT STRATEGY
- Frequency: 1-2 videos per day
- Length: 15-60 seconds
- Style: Fast-paced, engaging
- Music: Trending sounds
CONTENT IDEAS
- “I gave a random player 1M Gold”
- “The most expensive car in the game”
- “Robbing the bank with friends”
- “Admin: Nuking the server”
- “VIP Club tour”
- “Flexing my net worth”
- “The Golden Chariot reveal”
- “Money laundering tutorial”
HASHTAGS
- #Roblox
- #SocietyGame
- #Roblox17Plus
- #RobluxRich
- #RobloxFlex
- #RobloxCrime
INFLUENCER COLLABORATIONS
- Da Hood streamers
- Brookhaven RP storytellers
- Roblox fashion creators
- Roblox music producers
- Roblox comedians
DISCORD STRUCTURE
- General Chat: Open discussion
- Announcements: Game updates
- Suggestions: Player feedback
- Bug Reports: Issue tracking
- Marketplace: Player trading
- Events: Community events
- VIP: Exclusive channel
ROLE SYSTEM
- Citizen: Default role
- Hustler: 100k+ Net Worth
- Entrepreneur: 1M+ Net Worth
- Tycoon: 10M+ Net Worth
- Icon: 100M+ Net Worth
- Whale: Top 10 donators
- Contributor: Development team
- Admin: Game administrators
BOT INTEGRATION
- RoVer: Roblox account verification
- MEE6: Leveling system
- Dyno: Moderation
- Carl-bot: Fun commands
- Statbot: Server statistics
COMMUNITY EVENTS
- Game nights: Weekly play sessions
- Q&A sessions: With developers
- Giveaways: Gold and Robux
- Contests: Building, art, video
- Tournaments: PVP competitions
16.4 INFLUENCER OUTREACH
INFLUENCER TIERS
- Tier 1: Mega influencers (1M+ followers)
- Offer: 5% revenue share + exclusive item
- Requirement: 1 video per week
- Tier 2: Large influencers (100k-1M followers)
- Offer: 3% revenue share + exclusive item
- Requirement: 2 videos per month
- Tier 3: Medium influencers (10k-100k followers)
- Offer: 1% revenue share + exclusive item
- Requirement: 1 video per month
- Tier 4: Small influencers (1k-10k followers)
- Offer: Creator code (5% commission)
- Requirement: No minimum
INFLUENCER BENEFITS
- Exclusive in-game items
- Custom creator codes
- Early access to features
- VIP gamepass access
- Direct communication with team
INFLUENCER REQUIREMENTS
- 17+ verified account
- High-quality content
- Positive community engagement
- Regular content schedule
- Professional conduct
16.5 LAUNCH STRATEGY
SOFT LAUNCH (WEEK 1)
- Paid access: 50 Robux
- Server count: 5 servers
- Player cap: 20 per server
- Purpose: Test economy, fix bugs
- Marketing: Limited, targeted
GRAND LAUNCH (WEEK 2)
- Free access: 0 Robux
- Server count: 50+ servers
- Player cap: 50 per server
- Purpose: Public release
- Marketing: Full campaign
LAUNCH EVENTS
- Double Gold Weekend: First weekend
- Influencer Stream: Launch day
- Community Party: First week
- Special Event: First month
LAUNCH METRICS
- Concurrent players: 5,000+
- Total visits: 500,000+
- Revenue: 1,000,000+ R$
- Discord members: 10,000+
- Social media followers: 50,000+
================================================================================
-
POST-LAUNCH SUPPORT
17.1 LIVE OPERATIONS
DAILY OPERATIONS
- Server monitoring
- Bug tracking
- Player support
- Economy monitoring
- Security checks
WEEKLY OPERATIONS
- Performance optimization
- Balance adjustments
- Content planning
- Community events
- Marketing updates
MONTHLY OPERATIONS
- Major updates
- New content drops
- Economy review
- Security audit
- Team review
LIVE OPS TEAM
- Server Administrator: Monitor servers
- Community Manager: Handle community
- Support Agent: Player support
- Security Specialist: Anti-exploit
- Marketing Manager: Ongoing marketing
17.2 CONTENT UPDATES
UPDATE SCHEDULE
- Minor updates: Weekly (bug fixes, balance)
- Major updates: Monthly (new content)
- Seasonal updates: Quarterly (themes, events)
- Expansion updates: Bi-annually (major features)
UPDATE TYPES
- New vehicles: Monthly
- New weapons: Monthly
- New clothing: Bi-weekly
- New events: Monthly
- New zones: Quarterly
- New jobs: Quarterly
SEASONAL EVENTS
- Summer: Beach party event
- Halloween: Horror event
- Christmas: Winter wonderland
- New Year: Celebration event
- Valentine’s: Romance event
CONTENT PIPELINE
- Planning: 2 weeks ahead
- Development: 2-4 weeks
- Testing: 1 week
- Deployment: 1 day
MODERATION
- Chat moderation: Auto-filter + manual
- Behavior moderation: Warning system
- Exploit moderation: Ban system
- Toxicity moderation: Mute/ban system
SUPPORT
- Ticket system: Player issues
- FAQ: Common questions
- Tutorials: How-to guides
- Discord support: Live help
COMMUNICATION
- Patch notes: Update details
- Roadmap: Future plans
- Dev blogs: Behind the scenes
- Q&A sessions: Direct communication
FEEDBACK
- Surveys: Player opinions
- Suggestions: Community ideas
- Bug reports: Issue tracking
- Analytics: Data-driven decisions
17.4 ANALYTICS & KPIs
PLAYER METRICS
- DAU (Daily Active Users)
- MAU (Monthly Active Users)
- Session Length
- Retention Rate (D1, D7, D30)
- Churn Rate
ECONOMY METRICS
- Total Gold in circulation
- Gold generation rate
- Gold sink rate
- Transaction volume
- Average player wealth
MONETIZATION METRICS
- Conversion Rate (F2P → P2P)
- ARPPU (Avg Revenue Per User)
- ARPU (Avg Revenue Per User)
- Gamepass ownership
- DevProduct sales
ENGAGEMENT METRICS
- Chat messages per player
- Social interactions
- Event participation
- Job completion rate
- Combat participation rate
TECHNICAL METRICS
- Server uptime
- Average FPS
- Load times
- Crash rate
- Memory usage
MARKETING METRICS
- Social media followers
- Discord members
- Video views
- Click-through rate
- Conversion rate
================================================================================
END OF DOCUMENT
================================================================================
This Game Design Document is the property of “Society” and its contributors.
Unauthorized distribution or reproduction is prohibited.
For questions or clarifications, contact the project owner.
Document Version: 1.0.0
Last Updated: February 2025
Total Sections: 17
Estimated Pages: 50+
Total Lines: 3,500+
================================================================================