1) they found it too complex for a game user interface, so they started to create a "GURPS-lite"
2) it was licensed from Steve Jackson Games, who didn't like the level of violence in the game. Thus began a fight over whether licensing even included veto rights on the entire game
So in the end, they tweaked their "GURPS-lite" further, named it "SPECIAL", and abandoned the licensing deal
Actually, we see similar concerns in Game Jams. Many people actually avoid downloading .exe files and often complain if there isn’t a web version available on itch.io
For a just spreadsheets (with a Bloomberg Terminal inspired interface) that scratches some of the EVE industry itches, give Prosperous Universe a glance https://prosperousuniverse.com .
Remember that you're a CEO checks in once a day, says do these things and then goes and plays golf or mows the lawn - not a space ship pilot that needs to worry about gankers at the jump points.
If anyone is in the mood for throwback gaming, I highly recommend Pathways into Darkness (1993). [0]
This was Bungie before Halo... before Marathon!
Specifically, the UI, in which you see game designers grappling with resource and development limitations and creating a weird hybrid of a filesystem-storing-game-objects + HUD-via-multiple-tiled-windows.
In the same way that the original Mac Myst was a collection of Hypercard stacks. [1]
Proto-GUIs are kinda my jam. Gotta know where we came from, and the paths (into darkness) not explored!
And it's nice to have a reminder that everything doesn't have to start with building or buying a game engine. Weird is needed too.
I do miss actionscript in FlashMX, where you could click on an entity you just drew and insert entity specific code, independent from the main script, which was at tied to a specific global frame.
It sounds horrendous now that I type it out, but ah it was such a free and chaotic way to program
One of my older brother's friend was a great drawer and I remember him making very elaborate and impressively rendered animations using powerpoint when I was younger. He had a whole "series" going that I realize now, in hindsight, was an obvious DBZ knockoff. But, the creativity and the spirit of it all still stands out to me some 20 years later.
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[ 2.3 ms ] story [ 238 ms ] threadIsn't Fallout based on GURPS?
Video by producer, designer, and lead programmer Tim Cain on the conversion process: https://www.youtube.com/watch?v=kgPwfHXiBjw
1) they found it too complex for a game user interface, so they started to create a "GURPS-lite"
2) it was licensed from Steve Jackson Games, who didn't like the level of violence in the game. Thus began a fight over whether licensing even included veto rights on the entire game
So in the end, they tweaked their "GURPS-lite" further, named it "SPECIAL", and abandoned the licensing deal
https://web.archive.org/web/20151004175725/http://www.nma-fa...
Some people can't get over themselves.
https://storyteller-blog.com/2024/03/22/i-made-a-baldurs-gat...
https://www.virustotal.com/gui/file/dcc8833ec41be963078c932e...
The Youtube video in a sibling comment helps though, giving a good idea of what it's about and how it looks. No need to download it to find out. :)
But I imported to Google Sheets because I couldn't contain my curiosity.
The game didn't work on Google Sheets but I could take some screenshots:
Intro: https://i.imgur.com/m5NJuPn.png
Map: https://i.imgur.com/GHUSpnv.png
Stats: https://i.imgur.com/lMQPPdz.png
Battle: https://i.imgur.com/NIXnxKD.png
Information: https://i.imgur.com/fdn4aO4.png
If this could be ported to Google Sheets, it would be sensational. Players could copy the sheet online and play. No Excel needed.
https://developers.google.com/apps-script/guides/sheets
https://www.youtube.com/watch?v=iCeOEQVUWZ0
I had demonstrated several classical computer vision algorithms in Excel:
https://github.com/amzn/computer-vision-basics-in-microsoft-...
This was done using just built-in Excel formulas. No scripts/VBA.
Remember that you're a CEO checks in once a day, says do these things and then goes and plays golf or mows the lawn - not a space ship pilot that needs to worry about gankers at the jump points.
This was Bungie before Halo... before Marathon!
Specifically, the UI, in which you see game designers grappling with resource and development limitations and creating a weird hybrid of a filesystem-storing-game-objects + HUD-via-multiple-tiled-windows.
In the same way that the original Mac Myst was a collection of Hypercard stacks. [1]
Proto-GUIs are kinda my jam. Gotta know where we came from, and the paths (into darkness) not explored!
And it's nice to have a reminder that everything doesn't have to start with building or buying a game engine. Weird is needed too.
[0] https://en.m.wikipedia.org/wiki/Pathways_into_Darkness#Gamep...
[1] https://en.m.wikipedia.org/wiki/Myst#Production
It would be much faster and easier to work with some of it in the excel than navigate cumbersome game UIs
https://support.eveonline.com/hc/en-us/articles/816520777052...
Edit: Just tried it. No, it doesn't. It loads but is unplayable.
It sounds horrendous now that I type it out, but ah it was such a free and chaotic way to program
https://www.youtube.com/watch?v=JbUk_n3iOgA