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Ride Styles

Herbertofury edited this page Oct 14, 2026 · 4 revisions

Ride Styles

Existing six-style baseline

Every ride uses the same server-authoritative movement, trick, grind, wall-ride, world-physics, and loadout architecture. The differences are handling identities rather than isolated vehicle systems.

Style Identity Best at Tradeoff
Neo Inline Skates Fast, direct street flow Balanced speed, technical air lines, classic soul/royale grind vocabulary Less steering than quad skates
Neon Quad Skates Playful, dance-forward rolling Tight steering, ground style, cross-steps, stable transitions Lower raw top speed
Street Deck Committed board lines Strong grind multiplier, flips, slides, ledge creativity More deliberate steering and air correction
Street BMX Power and gap coverage Highest raw cruise/boost range, large jumps, pegs and bike tricks Lower grind multiplier and a larger visual footprint
Flux Hoverboard Smooth futuristic flow Air correction, magnetic-feeling grinds, strong coasting Slightly below BMX's maximum boost ceiling
Neon Street Scooter Nimble technical riding Fast steering, tailwhips/barspins, compact transfers Less raw speed than BMX and slightly less grind focus than boards

Dedicated loadout

Ride gear is stored as the real ItemStack in a persistent player capability. It does not consume a hand or the vanilla boots slot. This is why JetSetCraft can preserve combat input, equipment NBT, enchantments, death drops, save/load behavior, and future cosmetic upgrades without pretending the gear is a separate vehicle entity.

Footwear enchantments

Inline and quad skates can accept Frost Walker, Soul Speed, Depth Strider, and Feather Falling through JetSetCraft's dedicated slot. The implementation composes with vanilla armor enchantments using max-not-sum behavior where appropriate, preventing accidental double stacking while retaining Minecraft's movement language.

Visual equipment

All six styles have generated high-detail OBJ geometry. The hoverboard is a dedicated wheel-free model with field generators, luminous rails, and stabilizer fins; it no longer reuses the skateboard mesh. Scooter, BMX, board, skate, and spray-can models also exceed the project's production mesh quality floor.

Approved expansion: seven additional styles

These are approved development requirements, not claims of released or tested gameplay. Preserve the original six above.

New style Handling identity and trick vocabulary Terrain / challenge fit Key customizable parts
Snowboard Edge carving, buttering, grabs, spins, switch landings and rail transfers Snowy mountains, ice-biome event courses and snowparks Deck, top/base graphics, edges, bindings and stance
Wingsuit Controlled gliding, banks, dives, proximity lines and air-to-ground trick transitions Cliffs, canyons, aerial races and carefully bounded boss arenas Wing/suit panels, fabric/art, harness and compatible boostpack attachment
Skis Twin-ski control, slalom, crossed-ski tricks, grabs and switch riding Snow routes with distinct lines from snowboard courses Ski pair, bindings, attachment cosmetics and optional poles
Ice Skates Quick edge cuts, crossovers, spins and synchronized dance Frozen lakes, ice races and skating choreography Boots, blades, holders, laces and blade trails
Mountain Bike Suspension landings, whips, scrubs, climbs and rough downhill lines Forest, mountain, dirt and rocky routes Frame, fork/shock, gears/drivetrain, wheels/tires, brakes, bars, saddle and pedals
Aquatic Carveboard Surface carving, breach jumps, underwater slaloms and barrel rolls Ocean/water-mob challenges and surface-to-submerged routes Hull/deck, fins, pads, propulsion module, wake and underwater trail
Mountainboard Off-road carving, powerslides, grabs and rough-ground jumps Dirt trails, roots, forest gaps and natural terrain Deck, trucks, pneumatic wheels/tires, bearings and bindings

Wingsuit combinations: Wingsuits must work with every ride, including ride + wingsuit + boostpack builds. Launch from a grind/ramp/jump/water breach, glide and perform aerial tricks, then land back into the ride without resetting the combo just for switching movement modes. Wings fold underwater, with explicit breach-to-glide transitions. The crafting recipe must consume a vanilla elytra, preserving supported enchantments, name and durability through an input-aware, duplication-safe upgrade. Detailed combination and crafting requirements.

Aquatic Carveboard is a specialist; other compatible rides still support the requested underwater skating and tricks. Wingsuit flight is a distinct movement mode with explicit equipment compatibility, not an excuse to overwrite vanilla armor or backpack slots.

Earnable, customizable boostpack

The boostpack is a major progression reward usable with compatible ride builds. Unlock it through crew challenges, then customize its shell, engine/core, thrusters/nozzles, stabilizers, harness, colors, graffiti, name, lighting, exhaust/trail and sound.

Wingsuit + boostpack unlocks the powered-flight combination alongside every ride: take off, climb, sustain forward flight, bank, dive, air-brake, air-dash and land smoothly, with hovering/control where appropriate. Boostpack alone provides punchy bursts, boost tricks and controlled aerial dashes; wingsuit alone provides unpowered gliding. Once both are acquired, their flight combination needs no third hidden unlock. Default free-roam tuning should support long, enjoyable combined flight rather than constant refueling or forced landing. Distinct clean tricks reward stronger bursts, efficiency and advanced maneuvers. Momentum, transitions and variety should capture the satisfying feel studied in Bomb Rush Cyberfunk and HYPERFUNK, with original tested implementation, responsive controls and reliable high-speed collision. Support compatible wingsuit-plus-pack builds and preserve ordinary backpack/armor integration.

Full per-part ride customization

The workshop must support physical component swaps as well as color and art:

  • Inline/quad skates: boots, frames/plates, wheels, bearings, laces, grind hardware and applicable stops/trucks.
  • Skateboards: deck, grip art, trucks, wheels, bearings and hardware.
  • BMX: frame, fork, bars/grips, wheels/tires/hubs, saddle, crank, pedals, chain, gear ratio and pegs.
  • Hoverboards: body, engine/core, thrusters, field generators, fins, luminous trim, trail and sound.
  • Scooters: deck/grip, bars/grips, fork, clamp, wheels, bearings, brake and pegs.
  • New styles: equivalent individual parts shown in the table above.

Per-part paint/finish, decals/tags, naming, gang signature art and saved builds belong in one live-preview workshop. Cosmetics and handling choices remain independently selectable.

Enchanting-table and combat goals

Every complete ride should support its appropriate vanilla enchanting-table, enchanted-book, anvil/rename and grindstone workflows. Enchantments remain attached to the real ride item through component swaps and cannot be duplicated. Extend meaningful vanilla enchantments and add tested movement enchantments such as Railrunner, Airweave, Tidecarver and Trick Capacitor.

The approved combat loop is skate → dodge → trick → replenish ammunition → attack → chain the next line, including explicit TaCZ integration. Server-validated successful tricks grant ammo rewards with variety incentives, clear HUD feedback, reload/ammo-type compatibility and anti-duplication checks. Support event presets and configurable free-roam survival behavior.

Detailed implementation requirements

Quality gate: keep vanilla-compatible movement selectable; preserve each ride's identity, survival persistence and multiplayer behavior; improve startup/runtime performance in parallel and verify frame-time lows without removing capabilities. Documentation approval is not implementation completion.

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