I'm only saying it's conceptual performance art. Appreciation is in the conceived concept by the artist. And for the artist and the art. I appreciate this as art.
If I'm looking for AI or machine driven with I'm more a fan of Roxy Paine's sculpture producing machines and works that take input from weather reports and the stock market to decide what to do next. Or Jean Tinguely and his self destructive machines.
Not Trying to lift the veil, just saying it's art. Great conceptual stuff, and kudos to the artist.
Is Elite Dangerous the one that's taking forever to make with people putting down thousands for huge high spec ships or is that another game?
I can't really remember.
That's Star Citizen. Elite Dangerous has been out for a few years and is a complete game. Once you buy it, you're golden. The only money after is for cosmetics, like nameplates for your ship, colored weapon beams or engine trails, flight suits, etc.
RAW ANSI in names of things. Rhost does not support RAW ansi of names. While it'll convert fine and Rhost will seem to work fine with it, you can tell pretty early on that Rhost doesnt' like it. It breaks formatting and other things, but doesn't 'damage' the mush with it done. The correct solution to this is re-name the ansified named items with a normal name, then just use extansi to colorize the name of the item (help @extansi)
In Mux, this is called @moniker. Probably because goofballs tried this ansi-in-name thing on every game.
@Bobotron For starters, and to be honest, I'm not extremely worried about making things closer to a MU* per se just for the sake of drawing people based on the familiarity alone; if that was all that kept me from not having a grid at all I'd have spared myself a few weeks' worth of work and just wouldn't have an interactive one in-game, and let people pick them the way you describe.
But the grid is useful in retrospect. Immersion in the world is a big one, but I want to bake territories into the game from the ground up since then that opens the door to all sorts of automated resource-management options later on, which many kinds of games (L&L, Vampire, etc) could use.
To answer your question though, there is a hexagonal grid on which you can see 'neighborhoods'. On the most basic level a neighborhood is just a room that contains other rooms, which makes the interface more convenient if you want many locations geographically close to each other. So a neighborhood might be "The Eaton Mall" which contains a bunch of stores and businesses, "Casterly Rock" which again has living rooms, bedrooms, meeting rooms, etc and so on. You can see how many people are in a neighborhood right away, or mouseover one to get an image and general description as well as how many people are per location in it.
I'm currently working on the GUI to edit the grid and add custom non-interactive elements to it such as displaying roads but, more importantly, editing each hex square's properties. So the grid map could show the area around Casterly Rock is House Lannister territory - by color - and how much resource each square can produce, what its upkeep is, etc.
Games could then simply use this feature to display territory and that's it. Werewolf pack X has the light blue squares... done. It's a convenience. But if they want to they could also use the resource management for political/strategic purposes; maybe that 12,15 square of land is a copper mine, and if House Tyrell convinces the King to hand it over to them, they now increase their weekly yield of resources.
There are other advantages of coding this but they're out of scope for this answer... I hope it helped, and obviously if you have suggestions please feel free. :)
At a friend's roleplaying game, who was doing a fresh take on the Megaman genre, she noticed a phenomenon where 'Tumblrettes', as she called them, rushed the game, started up activity, then migrated away en masse when the plot started to pick up. I don't think it's an deliberate conspiracy, but it's the fad mentality that takes down a lot of games. The thing you have to do is be careful where you advertise. I, for example, don't want to advertise on a game with a lot of anime fans, because my style clashes with anime, my inspiration is drawn from a lot of American science fiction literature with completely contradictory ideas about warfare, the government, theology, etc. I draw from Herbert, Clarke, or Heinlein, that's a different playset than, say, someone that wants a utopian soap opera.