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New cars for SoER

Since I launched the first playable demo of Spirit of Eternal Racer, I've been busy with several things. My main headache has been improving the gameplay experience with rivals, in other words, the game's AI. As is often the case, it took longer than expected, and in parallel, I introduced some other cars to take a breather. Aside from that, I've also been creating a menu screen, specifically the game mode selection screen.

A More Competitive AI

As I said before, most of my time went into the Artificial Intelligence of the opponents. It turned out to be a considerable challenge, with a lot of time spent adjusting parameters related to how they navigate curves, how to avoid collisions between themselves, collisions with the human player, and so on. In the end, I'm quite happy with the result, even if it's not the final version. Now, AI-controlled cars have better collision detection and, most importantly, the ability to overtake each other, creating a much more realistic and exciting racing feel. In fact, it's easy to see the car in front of you make a mistake and lose speed by going off-track. You also get surprises when you take a corner on the limit and exit with more speed than the opponent ahead of you, thus overtaking them on acceleration on the next straight. Of course, sometimes the opposite happens, and you find yourself being overtaken. These kinds of things add a touch of realism that's quite nice for a game like this.

It's not a bowling game, but it's close... I have to admit that the collision system is being a pain, but it's almost ready #IndieDev #RetroGaming #GameDev #Amiga #Linux #Devlog

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— Deuteros (@deuteros76.bsky.social) September 14, 2025, 6:59 PM

Game Mode Selection Screen

In addition to the AI for the NPCs, I've been adding more screens to the user interface part. There is now a game mode selection screen. For now, it's an initial and more or less functional version, with four game modes already defined (free practice, quick race, championship, and story mode). I don't know yet if these four will be the final ones, but it's a good starting point to show the possible directions the game could take. For now, you can choose between driving laps and more laps on the only available track, or running a race against 5 opponents on the same track.

I've been working on the menus the last few days. There's a new one to select the game type! The screen is fully programmed, even though I don't have different game types ready yet. 😅 It's all part of the process! #IndieDev #RetroGaming #GameDev #Amiga #Linux #Devlog #ScreenshotSaturday

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— Deuteros (@deuteros76.bsky.social) September 20, 2025, 9:08 PM

Follow the Development on Bluesky

As you can see in the embedded posts in this article, I've been publishing updates on Bluesky for some time. I find it a good option since I don't spend as much time writing and reviewing the content as I do on this blog, so for those who want to follow the development more closely and regularly, I'm trying to maintain a weekly, or at least biweekly, frequency on Bluesky. This allows me to quickly share the latest progress, and I usually accompany the messages with small videos showing the new features in action. So, all that's left is to invite you to follow my account.