# Mud Truck '99 build notes

## Intent

Mud Truck '99 is a closed experiment in making mud affect an arcade track racer. The surface should change the next decision without turning the experience into a strict vehicle simulation.

## Campaign

The eleven tracks form a lesson ladder. Steering, braking, wetness, ramps, route choice, rivals, boost, tight turns, wet and dry traffic, ramp commitment, and adaptive mastery arrive in that order. Later stages recombine skills instead of replacing them.

## Vehicle and surface feedback

- Puddles carry wetness beyond the initial splash.
- Deep mud scrubs speed and can break a combo.
- Controlled slides, landings, passes, near misses, coins, and destructive choices can refill boost.
- Rival contact separates both trucks, costs momentum, and can shed damaged panels.
- Recovery returns the player to a valid checkpoint when a line is no longer useful.

## Garage

Race coins buy paint, tires, suspension, exhaust, boost systems, and practice access to later tracks. Loadout parts use visible tradeoffs. Purchased track passes do not award campaign medals or skip the lesson sequence.

## Runtime

The project uses static HTML, CSS, JavaScript modules, local Three.js r185 files, local textures, procedural browser audio, and browser storage. It makes no analytics or gameplay network calls.

## Labs

- `handling-lab.html` compares the legacy baseline, arcade-speed model, and final mud-rally handling target.
- `character-labs/spectator.html` exposes spectator variants, motions, and animation phase.
