Many of those things are on my wishlist, too.
re: bumping
The AI does still feel very artificial and I’d like to improve that at some point. My idea wasn’t so much to bump the cars as to give the impression that they had drivers with survival instincts. It’s not that they go in and out, so much as they move away from the player and otherwise move away from the nearest obstacle. But currently they don’t feel as organic as I had hoped. But at least they do react.
I’ve decided to wait on improving the AI until I’ve gotten some more experience and maybe made a couple more games. AI programming is an interest of mine and I hope to get better with each game I make.
re: vehicles & movement
Having some enemies adjust their speed and stay on the screen awhile was in the original design goals, but I changed it to the current model so that it felt like the player was going really fast.
If I do implement something like that, I’ll probably test it out with a new enemy type instead of changing the behavior of the current enemies.
re: the red vans
The red vans are “armored”. While not technically indestructable, you won’t be able to destroy them with your machine guns. They still die when crashing into stuff. If I later add more weapons or powerups to the game, then it is likely you’ll be able to destroy the the armored vans with those.
re: collisions
Sometimes the enemies do spawn on top of each other and I have no idea why. There are systems in place that are supposed to prevent it. I think next time I’ll stick to traditional spawn points instead of the random scan-and-spawn method I went with.
Still, I haven’t regarded it as something that needs fixing because I was hoping that it would seem like two enemies just crashed into each other, which would give a more organic feel. Also, it makes the game randomly drop fuel on the road which was something I had been considering doing anyway. But yeah, that’s definitely something I could use feedback on: whether or not this felt like a spawning bug in a broken game or just an unusual event in a game with lots of hazardous movement.
re: scoring
I like the negative score. It was really the primary feedback mechanism that you shouldn’t shoot civilians and need to adjust your tactics. Most people won’t notice a drop in score, but I think the negative value helps. Now I’m thinking of having the scorebox flash red or something if you shoot a civilian, too.
re: player movement
I like the idea if adding some vertical movement for the player. I think I’ll do that. I got stuck in this idea of a “vertical shooter” early on and so in my early design work, I was thinking of it like a re-themed version of Laser Defender. Vertical movement never occured to me.
Next update:
The next update will focus on the UI menus. In addition to just cosmetic stuff, the menus will be changed a bit so you can just hit enter to start playing from the title screen or after you lose. Also, a major bug will be fixed where the game freezes after a restart. I may also look into boosting the enemy’s speed a bit so they don’t feel as stationary and adding some vertical movement for the player.
I’m glad you enjoy the game. And thank you for the great feedback and encouragement. It really means a lot!