Highway Fury

Game plan & design — traffic-rider style motorcycle endless/level game

Build: v0.1 • Design doc

Concept

Highway Fury is a first-person/third-person motorcycle game inspired by Traffic Rider. Fast-paced highway runs with three core play modes: Timer Mode, Levels and Free Mode. Focus: addictive controls, responsive traffic, progressive unlocks, short sessions + leaderboard engagement.

Game Modes

Timer Mode

Survive as long as you can — each run gives you a countdown (default 60s). Score increases with distance and risky maneuvers (near-miss bonus, overtakes).

  • Session length: configurable (30s, 60s, 90s)
  • Powerups spawn: +10s, shield, score multiplier
  • Leaderboards by time & score

Levels

Structured progression: each level has objectives (distance, kill time, points) and unique traffic patterns, obstacles, or weather. Unlock bikes and cosmetics by completing levels.

  • Worlds: City, Coastal, Desert, Night Highway
  • Each world: 10 levels (increasing traffic density & hazard complexity)
  • Level objectives and star rating (1–3)

Free Mode

Relaxed play — no timers, no level stars. Practice handling, try new bikes, test combos and explore the map. Ideal for casual players and recording replay clips.

  • Toggle traffic density & weather
  • Record & export short replays
  • Sandbox powerup toggles

Core Gameplay Mechanics

Controls

  • Mobile: Tilt steering (accelerometer) + on-screen brake & accel buttons
  • Desktop: Arrow keys / A-D for steering, W for throttle, S for brake
  • Swipe gestures for quick lane change / nitro

Physics & Feel

  • Simple arcade physics (responsive steering, lean animation)
  • Speed cap per bike, traction differences (wet vs dry)
  • Collision consequences: crash animation + run ends or respawn depending on mode

UI & HUD Mockups

Main Menu (mock)
  • Play → Mode select
  • Garage → Bikes & Skins
  • Leaderboards • Settings
In-run HUD: Speed • Timer • Score

Place speedometer bottom-left, score & timer top-right, nitro icon bottom-right, mini-map optional.

Pause & Level Complete

Level complete: star rating, rewards, replay & next level buttons.

Progression & Rewards

Example Level Design (World 1 — City)

Level Objective Traffic Pattern Special
1 Reach 1.2 km • 1 star Light — buses & cars Day • Easy
2 Overtake 12 vehicles • 2 stars Moderate — trucks appear Roadworks obstacle
3 Finish under 90s • 3 stars Dense — aggressive cars Night • Rain

Tech, Assets & Audio

Tech Stack

  • Engine: Babylon.js or Three.js for WebGL; Unity for native builds
  • Backend: Node + Express for leaderboards & analytics
  • Analytics: Firebase / Amplitude

Assets

  • Bike models (.glb/.gltf), traffic vehicle pool, road prefabs
  • UI sprites, particle effects (dust, sparks), nitro trails
  • Audio: engine loops, collisions, UI clicks, background music loop

Monetization & Retention

  • Free-to-play with optional ads: rewarded videos for revives, coins, +10s in Timer Mode
  • In-app purchases: premium bikes, cosmetics, remove ads
  • Events & limited-time cosmetic drops to boost engagement

Next steps / TODO

  1. Create a minimal playable prototype (one bike + simple traffic spawner)
  2. Implement Timer Mode and Free Mode first for rapid testing
  3. Iterate on controls & camera feel (mobile tilt vs touch)
  4. Design 30 levels (3 worlds) and create progression curves