This is a 110% subjective question, but I would like the community's feedback on it! I'm making a racing game - a simple, simple racing game, and I need to implement my enemy car AI - EASY, NORMAL, HARD. This AI affects how my enemy cars interact with my player car.
Enemy cars are defined as 'vehicles that also occupy the road and drive forward'. They spawn off far in the horizon. If they spawn with a high initial speed, they're less likely to interact with the player's car (the player has to catch up with them first, otherwise they can drive off the horizon and be 'garbage collected'). Much like in real-life, cars can change lanes.
This is what I have so far:
EASY MODE:
Cars have a low chance of spawning
Cars spawn with a high initial speed
Cars are less likely to switch lanes
There's a limit of two cars on the road
They don't change speed at all (unless hit)
NORMAL MODE:
Cars have an average chance of spawning
Cars spawn with an average initial speed
Cars are likely to switch lanes
No limit of cars on the road
They don't change speed at all (unless hit)
HARD MODE:
Cars frequently spawn
Cars spawn with a slow initial speed
Cars are very likely to switch lanes
Cars quickly slow down if they're in the same lane as the player
Cars slowly speed up if they're in a different lane as the player
No limit of cars on the road
Cars speed up when hit
I can tell the difference when playing with the AI. Does this seem like a fair natural progression when it comes to AI advancement?
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