> For the complete documentation index, see [llms.txt](https://gawooni.gitbook.io/tuktukrush-whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://gawooni.gitbook.io/tuktukrush-whitepaper/the-game-1/tuk-tuks-nfts.md).

# Tuk Tuks / NFTs

Each Tuk Tuk will come with its starting parameter configuration in which it will have a set of values in all basic categories and may have some scoring parameters and special parameters. The Tuk Tuk will be subsequently upgradable throughout the game.

Technically, the Tuk Tuks (vehicles) have over 30 customizable parameters (using a full-scale vehicle set-up configuration in the Unreal Engine), but this will be simplified for the players, distilling customization into a few leading categories.

In the future however, this approach allows us to extend the game even to the level of allowing highest-tiers Tuk-Tuks and players true pre-race vehicle customization almost at the level of industry standard full-scale racing game (setting up ride-height, springs, tire-type and pressure and similar…)

### <mark style="color:red;">Parameters</mark>

Each Tuk Tuk will have a visible set of driving parameters that will determine its performance and playability:

* Speed: determines the maximum consistent un-boosted straight-line speed a Tuk-Tuk can achieve and maintain during a drive
* Acceleration: determines how quickly the Tuk-Tuk gains speed
* Breaking: How fast speed will be reduced while braking and the stability of the Tuk-Tuk in that process
* Agility: one parameter, but has several elements and develops differently with Tuk-Tuks, including\
  Turning rate\
  Stability in Turns\
  Driftability\
  Loss of speed in turns\
  Etc..
* Endurance: how much damage the Tuk-Tuk can take and how much resistant it is to damage influencing driving parameters negatively
* Fuel capacity: only relevant in certain modes – to drive as long as possible

### <mark style="color:red;">Tuk Tuk Vehicle Parts (NFT)</mark>

&#x20;All launch-time Tuk Tuks are based on the Classic Bangkok Tuk Tuk Design but can be modified.

&#x20;Each Tuk Tuk comes in the same basic shape but with different skin and minor detail designs.

Tuk Tuks can be levelled up (consumption of standard items obtainable in different modes – plus a token-based major upgrade every 5-10 levels) and individualized with parts. Vehicle parts fits into a Tuk Tuk part slot.

&#x20;Each Tuk Tuk has a certain number of part slots. The more slots a Tuk Tuk has, the more parts can be used simultaneously.

Tuk Tuk parts are the main way to improve different attributes of a Tuk Tuk. Each part improves specific parameter (or set-of parameters) and/or design components (this can be visual but also grant multipliers, especially in grinding levels).

Tuk Tuk parts can mainly be purchased in the shop but can also come as motivational rewards or be unlocked by intensive activity in longer-term challenges (monthly) or over long-time grinds.

&#x20;Example main Vehicle Part Categories are:

#### &#x20;**Performance upgrades:**

* Engine
* Suspension and drivetrain
* Wheels
* Technical parts
* Boosters
* Tank

These parts improve the Tuk-Tuk driveability

#### Aero upgrades:

* Spoilers
* Visual tuning
* Crazy motives visible on the Tuk-Tuk

&#x20;These parts also directly improve the Tuk-Tuk driveability, usually speed, boost or turning.

#### &#x20;Special upgrades:

* Decorations
* Sound-Systems
* Passenger room upgrades
* Special items (magnets, multipliers, etc…)

These parts generally have no impact on the driving performance, but can decisively change the performance of the Tuk-Tuk in various mode by multiplying the yield of collectibles

{% hint style="info" %}
Idea: we will randomly let the community vote in social media for the best visual looking Tuk Tuks. Gamer can submit their Tuk Tuk as a picture, the community votes and the winner receives a prize
{% endhint %}
