QBCore Project
Description
I want to flag an important update before we proceed further. Monetization is now confirmed to be implemented at the END of the project as a separate stage. However, the following are mandatory and must be supported in the core architecture from the start:
- Full PvP mechanics
- Gang system
- Tournament Pass system (paid entry + seasonal skin + access to tournaments with real cash prizes) I’m attaching the updated specification reflecting this. Please review and confirm:
- That your proposed architecture fully supports these mechanics
- That monetization logic can be cleanly added later without refactoring core systems
- Any technical risks or adjustments you recommend
Godzilla DM — Full Technical Specification Platform: FiveM (GTA V) Server Type: PvP / Arena / Competitive Target CCU: 150–200 concurrent players Architecture: Modular, optimized, scalable Framework: QBCore (repurposed, NOT full custom from scratch) Monetization: Separated & implemented at final phase only
PROJECT GOAL Build a competitive PvP-focused FiveM server where core gameplay mechanics come first, with tournaments, gangs, and progression, and all monetization added at the end. The server must be promotion-ready during development (early playable mechanics).
PHASE STRUCTURE Phase 1
- Core Foundation & Server Setup (UNCHANGED CORE) Purpose: Prepare a clean, scalable FiveM base for all future mechanics. Includes: FiveM server setup (production-ready) Repurposed QBCore framework (customized for PvP, not RP)Authentication system (email / nickname / age) Custom auth UI (& registration) Character creation environment (blue neon room) Starter outfits Language selector Spawn points (Main / Arena / Gang placeholder) Base optimization & structure for 150–200 players Deliverable: Playable server with, character creation, and spawn flow
PHASE 2 — Core PvP Combat & Arena Systems Objective: Main gameplay loop Includes: Custom PvP combat logic Weapon damage balancing Headshot rules Kill-feed system Hit detection & sync optimization Arena modes Duels Team fights No-respawn arena logic Score tracking & match results Zone types Green Zone (Safe) Yellow Zone (Arena) Core admin panel (basic controls)
Deliverable: Fully playable PvP & arena experience
PHASE 3 — Territory Control & Events Objective: Competitive map control Includes: Territory capture system Small zones (10 min) Large zones (15 min) Kill-based scoring Defender wins on tie Manual admin-triggered events Tournaments Competitions Special PvP events Deliverable: Competitive territory gameplay loop
PHASE 4 — GANG SYSTEM (MANDATORY) Objective: Elite team structure Includes: Gang creation & management (admin-controlled) Gang roles Leader Trainer Fighters Invitation-only joining (no public join) Gang-only UI Gang-only voice chat Gang territories integration Gang restrictions & permissions Deliverable: Fully functional gang ecosystem
PHASE 5 — TOURNAMENT PASS & SEASON SYSTEM Objective: Competitive seasonal progression (MANDATORY) Includes: Tournament Pass logic (core system built early) Seasonal progression tracking Pass ownership verification Tournament access control Unique seasonal skin entitlement Tournament registration system Support for real-cash prize tournaments (Payment handling logic only; no real money processing) Deliverable: Tournament-ready system (without monetization enabled yet)
PHASE 6 — WEAPONS, SKINS & FINAL MONETIZATION Objective: Revenue systems (LAST PHASE) Includes: Weapon system 8 weapons at launch 4 skins per weapon Skin selection & ownership system Custom gun sounds & hit sounds Inventory system (weapons only) Monetization logic Tournament Pass purchase Weapon skins Final UX polish Performance optimization (150–200 players) Bug fixing & launch prep Deliverable: Production-ready, monetized server
Total budget is 400$. this is milestone based project.
Budget: USD 400 (Fixed Price)
Proposals: 15 freelancers have applied