PvE


Cycle 2 – Week 4

The basic AI is now complete. It now follows around the track using a basic waypoint system built into the racing logic, meaning I can now drop these AI’s into any track and they’ll race around it like any other player. They also trigger laps and race progression like real players too, so they’ll appear on any racing leader boards and position rankings.


 

I also managed to add in some very rudimentary randomization to where on the track the car will drive so its not following a set track but rather dynamically carves its own path independently from racer to racer.

But this isn’t the end of the development on these little things. I have a lot of ideas on how to further improve them and make them better racers and stronger opponents, but those are stretch goals for a latter data. The important thing is that the AIs work, and I can now move onto developing the other systems without fear of having to shoe horn in the AIs presences later.

That’s all for this week. While it may not seem like much compared to last week, going from writing a whole AI to just making follow a road, there was a lot of behind the scenes work that had to be done outside the main AI program. But that’s all code and backend maintenance which doesn’t give me much tangible to show off. So just trust me when I say there was a lot that when into this.


Next week is when I finally get into tackling the primary gameplay loop. The system that will allow players to seamlessly move from one race to another and have a continued experience.


This concludes this week's report.

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AI Overlord