Original Design FeaturesSome ideas that I did not have time to implement in the game included:
- Random AI Movement of the vehicle to "avoid" player intervention - My limited attempt made it appear more like the enemy car was buggy rather than intentionally moving, so I took it out before shipping.
- Random obstacles that would slow the progress of both the enemy AI and the player character
- Some sort of "course" that the road would take. Not just an infinitely long infinitely wide highway
In the end, my struggles with the "math" to make the player's position static on the screen while still having physics applied to him proved to be so "clunky" that I almost didn't submit a game at all. I managed to get the game into a shape that is "playable", but has many rough edges around my implementation with the physics engine. All of these rough edges were a product of trying to compensate for a relatively static player character position that still needs to have weight and velocity with respect to the enemy car.
For future physics based games, I think I would like to try using the `arcade` python library instead of pygame. From my read on the documentation there are more built-in features for handling the exact situation I've described above with platform games. Theoretically these paradigms could be applied for any "scale" of objects in the pymunk space.