I won't derail this thread any further after this. I'll just drop in a quick note: I was a biology professor before game development. I knew my contract was expiring, and looked for a teaching job for over two years. Once my contract was up, I still looked for another 7 months before deciding to become a game developer in March of last year. After a year of learning Stencyl, I am actually making enough money to pay rent and eat (my bank account thanks me for that). Like you, I always wanted to make video games, but never felt like learning a coding language. 
Back on track: if you could post a screenshot of what you have going, it will give us a better idea of your "racing-esque" game. My best suggestion is to leave out AI opponents for a while until you have some solid mechanics for the player.
Now that's a career change!

As for what I have going: AI opponents aren't going to be an issue, since there won't be any. I'm focusing on a reflex-based time-attack style gameplay for the game on a 2D vertically-scrolling playfield, almost a combination of Bump N' Jump combined with the hazard-based sections of games like Vanguard or, more recently, Velocity. Preliminary plans (once I get the base of the game working) are for an initial collection of 25 levels for the initial competition. I'm focusing on gameplay and presentation only, with an emphasis on making the game's visuals as clear as possible to promote quick identification of hazards: no more than maybe 8 colors on screen at a time, simple and quickly identifiable shapes, etc. I'll be posting screenshots, but only once I've got things to the point I feel my problems are legitimate problems and not just "I'm an idiot who can't read tutorials," or I've got something I think is worth showing off.
Honestly, I KNOW the game is going to be terrible: it's my first game (outside a few experiments with RPG Maker that never went anywhere,) and I know there's next to no chance I'll actually win the competition, or even finish on time, but that's not really the point, is it? The point is to try, and to learn, and to improve, so that my next project's proportion of suck to not-suck will be much improved, and maybe within a couple of years I can launch the shareware revival episodic flat shaded polygon FPS I've been dreaming about for years (along with a host of other projects.)
I've had my 4 hours of sleep for the day, so my plans for today are as follows:
--Figure out how to center the starting location on the play field on the player rather than being anywhere-but-on-the-player
--Minor clarity tweaks to sprite assets and expansion of the tileset to include more variation
--Experimentation to implement an acceleration system for the player independent of on-screen movement
At that point the actual core gameplay will be finished, since accelerate and dodge are the only two controls my game design needs, and about as complicated as I dare get on my first project.
Once I've got the base project functional I might consider some minor expansions to the gameplay mechanics, such as moving/projectile hazards, but the next WipeOut this ain't.