I'm a fan of The Legend of Zelda and racing games. I'm learning Godot a little at a time, and I'm currently making a PS1-style racer called TorqueSplit in that game engine, inspired by the Gran Turismo games from the PS1 era, Gran Turismo 1 and 2, with elements from the later GT games as well, like GT4's showroom animation and GT3's transmission indicator on the tachometer.
I'm also thinking of ideas for how to design the progression system, adding features like car classes (Forza style, with classes ranging from F to S, complete with a GT7 or Forza-style performance points/rating system, and a special set of prefixes for race cars that work in tandem with the performance classes, adding the prefixes for cars that meet the race class requirements, for a combination of both systems), and ideas for the UI design I want to make for the game.
Car performance class breakdown:
F - 0-199 PR
E - 200-299 PR
D - 300-399 PR
C - 400-499 PR
B - 500-599 PR
A - 600-699 PR
S - 700+ PR
Race class breakdown:
GP-X (X being the letter of the performance class, from F to S) - Grand Prix or Formula style race cars (Open cockpit, open wheels, like F1 cars)
PT-X (X being the letter of the performance class, from F to S) - Endurance prototype style race cars (Closed or open cockpit, bespoke endurance prototype race cars, or race modified hypercar models designed for endurance racing)
GT-X (X being the letter of the performance class, from F to S) - GT race cars (Race modified road car models, specifically sportscars and other higher-end models)
TC-X (X being the letter of the performance class, from F to S) - Touring race cars (Race modified versions of lower-end road cars, such as hatchbacks, or lower-end sedans or coupes)
SM-X (X being the letter of the performance class, from F to S) - Single-make series style race cars (Clio Cup or MX-5 Cup style, where all drivers have the same car)