Working title · Game design document · Early concept

Road Trip Island

A cooperative web game played in the car on long drives, for two kids aged six and ten. The drive is the progression system.

01

Overview

No open TBDs

A cooperative, non-competitive web game played in the car on long drives. The children share one persistent home island where they build and farm. The real-world journey feeds the game: as the car passes pre-loaded route waypoints, new islands unlock to explore and gather materials from.

Core loopdrive → waypoint triggers → new island or resources unlock → explore and gather → return home → build and farm

Design pillars

  • Cooperative, never competitive.
  • Two roles that fit two very different ages, in one shared world.
  • The trip is the progression system.
  • Permanent home base — nothing they build is ever left behind.

Settled

02

Players & Roles

No open TBDs

PlayerAgeLeans toward
Child A10Building, exploring, gathering, solving
Child B6Farming, planting, simple tap interactions

Roles are soft, not locked — either child can do anything. Difficulty of a task scales rather than being gated by player.

Parents have no special role or admin powers. They can join as an ordinary player if they want to explore alongside the kids, and can leave at any time.

Identity

Each player has their own persistent identity, stored in local storage on their own device. Pick up the same phone on the next trip and you are the same character — no login, no account.

One device, one player. A device carries exactly one identity, and there is no recovery path: if local storage is cleared or the phone is replaced, that character is gone and a new one is made on next launch. The shared island and stockpile are server-side, so nothing that was built is lost — only the character.

No player cap. Any number of devices can join a trip. Since the game is cooperative with a shared pool, extra players add hands rather than pressure.

Solo play works as-is. One child alone in the car needs no special handling — roles are soft, both toolsets are available to every player, and nothing in the design requires a second character to be present.

Decided — 4

  • Identity recovery — none. Cleared storage or a new device means a new character. Not worth the complexity.
  • Two players sharing one device — not supported.
  • Player cap — unbounded.
  • Solo play — no tuning needed. Works by default.

Settled

03

Devices & Screens

No open TBDs

On launching the web app, you choose a mode: Player, where you control a character, or Base screen, a shared ambient view of the island with no character.

The game is fully playable with players only. The base screen is an optional bonus, not a requirement. Nothing essential may live exclusively on it.

Player mode — phones

  • Camera follows your own character.
  • Tap anywhere to walk there.
  • Tap an object to interact with it.
  • Other players visible and live.
  • All core actions available: explore, gather, build, farm, check the stockpile, check journey progress.

Base screen mode — iPad, or any spare screen

A calm, glanceable overview. Adds atmosphere and shared awareness:

  • The home island world view.
  • Journey progress bar.
  • Shared resource stockpile.
  • All players' characters moving live.
  • Waypoint unlock moments as a little celebration.

The view is pannable and zoomable — drag to move, pinch or scroll to zoom — with a reset view button that returns to the default framing of the island. That is the full extent of its interactivity: no character, no actions that change game state.

Any number of base screens can connect at once. They all behave identically and none is privileged, so there is nothing to enforce or arbitrate. Each one pans and zooms independently — camera position is local to the screen, not shared state.

Presence and dropping out

A character's presence is driven by radio silence from their device, not by any explicit leave action.

  • After 2 seconds of silence, a symbol appears above the character. They stay in the world and keep their position — this is the common case on a drive and must read as ordinary, not alarming.
  • After 1 minute of silence, the character drops out and is removed from the world. The symbol is the warning; the drop-out is the conclusion.
  • On rejoining, the player respawns exactly where they were. Position is part of server-side state, so it survives the drop-out regardless of how long they were gone or which device they come back on.

This covers both cases with one rule: a phone in a tunnel and a phone put down look the same to the server, and both resolve correctly. Note that the 2-second symbol is deliberately far shorter than the offline-play window in Technical Architecture — the departed player's own device keeps running and stays playable while the others see them flagged.

Orientation and screen size

Both portrait and landscape are supported, on players and base screens alike. No minimum phone size is specified — the layout is expected to cope with whatever the family already owns.

Decided — 4

  • Leaving the game — 2s silence shows a symbol, 1 minute drops the character, rejoining respawns in place.
  • Base screen interactivity — pan and zoom, plus a reset view button. View-only otherwise.
  • Multiple base screens — allowed, unlimited, all identical. No enforcement.
  • Orientation — both portrait and landscape. Minimum phone size: not specified.

Settled

04

Journey System

9 open TBDs

  • Route is pre-loaded before the trip.
  • One device acts as the location tracker, feeding GPS position to the server.
  • Passing a waypoint fires an event: an island unlocks, a supply drop lands, a materials haul arrives, or a random event occurs.
  • Progress bar builds anticipation: “10% until the forest island unlocks.”
  • The world does not physically expand around the home base — unlocks are new destinations plus rewards.

Route setup

A route is authored by typing in places, not drawing on a map. Before the trip, a parent enters home, the goal, and any waypoints in between, as an ordered list from home to goal. Each entry is geocoded to a GPS coordinate.

Geocoding happens at setup time, not during the drive. The resolved coordinates are stored with the route and downloaded up front, so the journey system needs no network and no map service once the car is moving — consistent with the offline requirement in Technical Architecture.

A waypoint registers as hit on proximity: when the tracked position comes within a set distance of the waypoint's coordinate, the event fires. Nothing needs to match the road, the direction of travel, or the order in which places were entered — being near the point is the whole condition.

Because waypoints are places the family chose by name, they are already meaningful: the forest island unlocks at a real forest, the harbour at a real harbour. That is the intended link between the drive and the game, and it needs no landmark detection of its own.

Decided — 1

  • Route entry — type in home, goal and waypoints as place names; geocode to coordinates at setup; waypoints fire on proximity.

Still TBD — 5

  • Proximity radius — how close is “close enough”? Too tight and a waypoint is missed at motorway speed between GPS samples; too loose and it fires early, or two nearby waypoints overlap. Likely needs to scale with speed rather than being one fixed number.
  • Waypoint spacing rules for a 6-hour trip vs. a 45-minute one.
  • Behaviour when the car stops, detours, or the trip ends early — including a waypoint that is never triggered because the car never came near it.
  • Does progress persist across multiple trips? Same island every time?
  • Beyond the chosen waypoints, does anything else in the real world register, or is distance travelled the only other input?

Location tracker election

The devices decide among themselves who tracks location — no manual setup, no prompts.

  • A base screen device is preferred whenever one is present and connected.
  • If there is no base screen, or it drops out, any player device automatically takes over.
  • Exactly one tracker is active at a time; the server arbitrates and tells clients who holds the role.
  • Handover is silent and seamless — progress must never stall or double-fire waypoints because the tracker changed.
  • A device that loses signal or is backgrounded loses the role; the next eligible device picks it up.
  • Whoever holds the role, waypoint events are resolved server-side so all players see the same progress.

Still TBD — 4

  • Election tie-break rule when several devices are equally eligible — first connected, best accuracy, or best battery? Applies to base screens too, since any number can connect and all rank equally preferred.
  • Backgrounded browsers on iOS throttle or stop GPS — how much does that hurt, and is there a fallback?
  • Deduplication rule if two devices briefly both report position.
  • Battery cost of continuous GPS on a child's phone.
05

Home Island

4 open TBDs

The permanent base. Never resets, never moves. Everything built here stays.

  • Free-roam area for both characters.
  • Buildable space.
  • Farmable space, created by the player rather than pre-placed.
  • The shared stockpile lives here.

Still TBD — 4

  • Island size and whether it can be expanded.
  • Layout — fixed shape or generated once?
  • Decoration vs. functional structures.
  • Any NPCs or animals?
06

Unlockable Islands

5 open TBDs

Each waypoint unlocks a new island. Children travel there to explore and gather, then return home to build.

Still TBD — 5

  • How do they travel between islands? Boat, dock, portal, map screen?
  • Are islands themed? Forest, mountain, desert, coast…
  • Can they revisit unlocked islands freely, or once only?
  • Is anything on an island permanent, or is it purely a gathering trip?
  • Hazards, puzzles, or is exploration purely pleasant?
07

Resources

5 open TBDs

Shared stockpile — both children draw from the same pool. This is deliberate: it forces cooperation.

Still TBD — 5

  • Full resource list (wood, stone and seeds mentioned so far).
  • Which island yields which resource.
  • Gathering method per resource — tap, hold, tool required?
  • Is there a carry limit or inventory, or does everything go straight to the shared pool?
  • Refill and regrowth rules.
08

Building

6 open TBDs — nothing settled yet

Still TBD — 6

  • Building types and what each one does.
  • How building works: pick from a menu, place on a grid, free placement?
  • Does building take time, or is it instant?
  • Blueprints — unlocked by the journey, or always available?
  • Can things be moved, upgraded, or demolished?
  • Do both children build simultaneously in the same spot?
09

Farming

5 open TBDs

Farming is crafted, not given. The child uses a tool to clear a plot anywhere on the island, then plants seeds wherever they like.

Still TBD — 5

  • Crop list and where new seeds come from.
  • Growth timing — real time, driving distance, or turn-based?
  • Watering, weeding, or any maintenance? Keep it forgiving for a 6-year-old.
  • What happens to crops between trips?
  • What is harvested produce actually for?
10

Cooperative Mechanics

4 open TBDs

Settled so far: shared stockpile, shared island, live visibility of each other, complementary roles.

Still TBD — 4

  • Explicit two-player tasks — something that needs both to act at once.
  • Ways for the 10-year-old to help the 6-year-old without doing it for them.
  • Conflict handling — what if one child demolishes the other's work?
  • Any communication tools in-game? Emotes, waving, pings.
11

Art Direction

5 open TBDs

  • 2.5D, Stardew Valley–style: a slightly angled view so trees and buildings have height and overlap what's behind them.
  • Depth sorting by Y position — objects lower on screen draw in front.
  • Tile-based islands, layered sprites.
  • Warm, friendly, readable at a glance on a phone in a moving car.

Still TBD — 5

  • Pixel art vs. flat cartoon vs. painted.
  • Tile size and sprite dimensions.
  • Colour palette.
  • Character designs — do the kids customise their own?
  • UI style and font.
12

Technical Architecture

5 open TBDs

  • Web app served from the family's home server, reachable over the internet.
  • Phones connect over 4G/5G. A base screen device such as an iPad connects via Wi-Fi tethered to a phone.
  • Same app on every device; mode is chosen at launch, player or base screen.
  • Real-time sync between all connected clients.
  • Rendering: Phaser, which handles 2.5D depth sorting natively.

Connectivity resilience — hard requirement

Mobile coverage on a long drive will drop out repeatedly. The game must never break, lose progress, or need a restart because of it.

  • Each client keeps a local copy of game state and stays playable during a dropout — movement, exploration and interaction should not freeze while offline.
  • Actions are queued locally and replayed to the server on reconnect.
  • Auto-reconnect with backoff; no manual refresh, ever.
  • Connection status is visible but calm — a small indicator, not a blocking error dialog.
  • The server is the authority on shared state (stockpile, buildings, unlocks); conflicts resolve server-side on reconnect.
  • Frequent, cheap server-side saves, so a dropout at any moment loses at most a few seconds.
  • Waypoint and GPS events buffer locally and fire on reconnect if the trigger happened while offline.
  • The journey route is downloaded up front, not streamed, so progression works with no signal at all.

Still TBD — 5

  • Real-time transport: WebSockets? What server framework?
  • Conflict resolution rules when both children act on the same object while offline.
  • Persistence layer and save format for the island.
  • Session join flow — QR code, short code, bookmark?
  • Should the app be a PWA so it survives a browser reload with no signal?
13

Art Asset Pipeline

5 open TBDs

Assets to be generated via an image-generation MCP server, with the goal of the project being built by Claude end to end.

Still TBD — 5

  • Prompt templates per asset type, for consistency.
  • Post-processing: background removal, cropping, palette normalisation, power-of-two sizing.
  • Spritesheet assembly and animation frames.
  • Asset naming and folder conventions.
  • Fallback plan for assets that generation handles badly — animated characters especially.
14

Open Questions

6 open TBDs — the section is the list

Still TBD — 6

  • Session length — is a session one trip, or continuous forever?
  • Should there be any narrative, or is it pure sandbox?
  • Sound and music in a car with two kids and two adults?
  • Motion sickness: does a moving camera plus a moving car cause problems?
  • Screen time limits or built-in break prompts?
  • Is the game playable at home between trips, or trip-only by design?
15

Explicitly Out of Scope

No open TBDs

  • Competition between the children, scoreboards, or win/lose states.
  • A world that expands around the home base.
  • Creature collecting — considered, rejected in favour of building.
  • A native iOS app.

Settled