“Dogfighting” against my AI (There’s no weapons/targeting back in yet) is surprisingly cool. With even the most basic turn towards action you get something that puts up a strong, albeit simplistic, fight. I added in some randomization with how hard they can turn to give the player windows to do stuff and simulate the AI “messing up.” That alone makes for a pretty cool plane to fly against. I definitely do want to get more advanced maneuvers in here though to make things more interesting.
Its really cool seeing such complex looking behavior come out of such a simple set of rules.
Also really makes me want to get the flyby sounds back in. Prioritizing the AI was a good decision.