Devlog #3 I think I made AI :D


Hello Pioneers!

Welcome to Devlog #3 of my chaotic little project Drunk Driving – the only racing game where you fight the road more than the other drivers.

Over the past few days, I’ve been focusing on making the car AI smarter, smoother, and just a little more unpredictable – in the best way possible.

Smarter AI: Now with Decision-Making!

The car AI can now make decisions at crossroads! I've built a flexible system that allows the AI to choose between multiple alternative paths whenever it reaches a defined decision point.

Even better:
You can now assign a specific node on the new path that the car should aim for right after switching. And if no node is specified – no problem, it just defaults to the start.


Collision Awareness (Still Work in Progress)

The cars now react to potential collisions using a trigger-based detection system. If another car gets too close, the vehicle hits the brakes and even tries to reverse slightly. Still needs tweaking – sometimes they panic a bit too much and forget they're supposed to be drunk, not scared.

Pathfinding Overhaul

The AI now uses a list of waypoints and recalculates its path on the fly when changing routes. This makes the driving more dynamic and opens the door for future features like randomized patrol routes or player-chosen shortcuts.

Next Goals

  • Improve car behavior during sharp turns (currently still chaos )

  • Add actual drunk driving mechanics (camera sway, delayed input, etc.)

  • Start designing the first test level with obstacles and traffic

Thanks for following the journey! If you want to support the project, leave a comment, wishlist, or join the Discord server. Your feedback means a lot!

Drive safe (or don’t – it’s more fun that way),

Team Phenix

Files

License Agreement for Drunk Driving.txt 1.5 kB
14 days ago

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