In prototyping stage on an idea I’ve had for a while, a driving game where speed isn’t everything but how well you can navigate traffic also This is the first driving test with roads and traffic. Different AI driver behavior profiles to be work on next to bring some variation and more unpredictability to the traffic. Testing out whether the idea is any fun or not

  • CGTRocketX@programming.dev
    link
    fedilink
    English
    arrow-up
    1
    ·
    20 hours ago

    Nice direction — traffic that reads differently by profile is what sells “navigate, don’t just floor it.”

    A few profiles that usually create readable unpredictability without chaos: cautious gap-hunters who leave room then panic-brake; aggressive left-lane stickers who cut late; hesitant merge-waiters who stall the flow; and one occasional wrong-lane wanderer so players learn to scan, not memorize patterns.

    Even tiny differences in reaction delay + preferred following distance go a long way before you need fancy pathfinding.