Sorry for english. I am newbie and trying to build a simple application game in which a user can drive a car and he/she want to reach on a specific destination to win by driving a car on a specific time limit, so my question is does my application require any kind of algorithm or not like in racing game A* algorithm or something else is used.
You’re game will require what ever you need it to, for example:
Note:
Instruct = Program, add code, attach scripts, use available assets you own or purchase(through the asset store or similar).
If you have computer/bot players in other cars, you will/may need to:
-
Instruct the AI players on how to
stay on the road or track if that is
necessary. -
This could be A* i suppose, it should
be a 3d line that AI’s attach to with
padding to ensure it looks more
natural. -
Example: the AI player may want
always stay on the track, ride the
line if you will, but it may not be
possible, to ensure natural looking
behavior it may have some padding so
the player can move to the left/right
of the line to seem like it riding
the inner edge(curves/turns). -
Instruct the AI players what is a
player, how to react to collisions if
necessary. -
What happens when AI players hit a
wall, a bush or perhaps another
player.
General thoughts on some coding tasks or consideration:
-
Track/road behaviour, i.e. what
happen when a car is not a on the
road. -
Does the car slow down, do points go
down Hitting non-player/player
objects(collisions).
Scoring
-
Scoring or time based achievment
instructions -
Hit points or car health
-
Does your car have health, i.e. does
it get hurt/harmed -
Does your car deform due to damage?
-
Selected cars may have different
weights therefor changing the driving
behavior of the car, i.e. the
handling.
All of this is possible to be instructed in code and attached to generic(prefab) GameObjects and reused.
Because this is a design question, it may be better for the forums and not Unity Answers