Feature Specification

Vehicles

Drivable vehicles are in — CONFIRMED. Vehicles serve traversal across a large open world, hauling loot/resources, and squad mobility.

Status: draftOwner: UnassignedUpdated: 2026-08-27

Production context

Canonical sourceGDD/02-World/02-Vehicles.md
Decision markers1 confirmed · 2 recommendations · 3 TBD
Browser document roleRead-only production view; edit the GDD source or this generated system through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

  • No explicit GDD links found.
Document contract coverage

Use these required Feature Specification areas during review. The imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Canonical GDD content

Drivable vehicles are in[CONFIRMED]. Vehicles serve traversal across a large open world, hauling loot/resources, and squad mobility.

Roles

  • Traversal: cross the map faster than on foot; reach distant POIs and boss sites.
  • Logistics: carry gathered resources and loot (vehicle storage).
  • Squad mobility: move a squad together; a getaway after a raid.
  • Risk object: vehicles are loud (attract zombies), need fuel, can be damaged/destroyed, and can be stolen — consistent with the tension pillar.

Vehicle types — [RECOMMENDATION] (final list [TBD])

Type Role
Light car / sedan Cheap, fast, low storage
Pickup / off-road Storage + rough terrain
(Later) larger transport Squad + heavy hauling

Start with one well-tuned drivable vehicle in v1; expand later. Vehicles are explicitly a Phase-2 system in the roadmap (see ../00-Overview/02-Scope-and-Constraints.md).

Systems

  • Fuel: consumes a fuel resource; refuel from jerry cans / gas stations. Out of fuel = stranded.
  • Damage & repair: vehicles take damage (collisions, gunfire, zombies); repair with resources/kits. Can be wrecked.
  • Storage: integrated container (server-authoritative, persisted while the vehicle persists).
  • Ownership / theft: [TBD] — can anyone drive any vehicle? Lock/key system? Default [RECOMMENDATION]: vehicles are stealable if left unattended (tension), with optional lock built/crafted.
  • Persistence: [TBD] — do vehicles persist across server restarts and where? This intersects the persistence backend (see ../04-Multiplayer/01-Network-Architecture.md).

Technical notes — [RISK]

  • Networked vehicle physics is hard. Replicated, physics-driven vehicles with passengers, smooth client experience, and anti-cheat are a well-known source of bugs and cost. Budget accordingly; this is a key reason vehicles are Phase-2, not Phase-1.
  • Use UE's Chaos Vehicle system as the baseline; evaluate replication smoothing carefully for ~40–60-player servers.
  • Players riding vehicles must attach/replicate correctly (seats, exit, ragdoll on crash).
  • Vehicles attract/aggro zombies (ties to ../03-Enemies/01-Zombie-Design.md).

Implementation guidance

  • Vehicle as a C++ pawn using Chaos Vehicle Movement; per-vehicle stats (speed, fuel capacity, storage size, HP) data-driven.
  • Interaction (enter/exit/seats) via the player's UInteractionComponent.