Adding AI to my 26 year old QBASIC game | QBASIC Rescue
"You're a moderately successful web developer, and yet you spend your evenings programming old QBASIC games," as a friend of mine said the other week. There's not much more to the video than that, really.
I wrote a game AI for the first time, in the language I was using as a teenager. It kind of works. Mostly.
Subroutines:
0:00 About time
0:58 Where's the blog post, then?
3:05 Improving physics
4:36 Channeling Crammond
6:20 Fancy tracks
7:37 Assumptions and distractions
8:19 The new focus of Timberwolf's Stuff
10:04 Putting the "I" in
11:46 The wrong track
13:40 Predictions and... yeah, distractions
15:20 I am happy. Ish.
16:54 A la carte
17:52 Is it too late to switch to tweezer repair?
18:36 What was in my head
Music from YouTube Audio Library.
Stock footage from Pexels.
Sound effects CC0 from Freesound.
Download links:
Velocity: https://files.timberwolf.club/youtube/VELOCITY.BAS
Track Editor: https://files.timberwolf.club/youtube/TRACKED.BAS
Bonus fact: new Velocity is designed to be completely independent of any support files (hence the DATA statements!), but the original used to save fastest lap times to files in the shared network area. This and the "network" play was of course an immediate temptation for people to run their own hacked versions to set improbably fast laptimes and cheat at multiplayer. Much of the code I stripped out in my first cleanup was related to detecting what I considered to be impossible laptimes and issuing stern warnings to the player setting them.
#msdos #qbasic