Dev Log #004 — Early Thoughts on Vehicles
Vehicles were originally just a cool idea.
A crime RPG with cars, trucks, rare vehicles, and collectable rides sounds fun by itself, but I do not want vehicles to exist only as profile decoration. If Firetorn has vehicles, they need to matter.
This week I started thinking through what vehicles could actually do. They could affect travel. They could tie into jobs or crimes. They could become status symbols. They could have rarity, condition, value, and possibly future upgrades.
The important thing is to avoid turning the system into clutter. A vehicle list with hundreds of names is not interesting unless those vehicles connect to gameplay. The goal is not just quantity. The goal is identity.
Some players may want the fastest vehicle. Others may want rare classics. Others may collect unusual cars just because they like them. That fits the kind of game Firetorn is becoming: a criminal world where players build their own path and their own reputation.
Vehicles are now officially part of the long-term plan.