I can't figure out if the open world game was fun enough just on its own that an open space game would've been chef's kiss, or if it did need some kind of story telling too. It's too long ago to remember well enough, for me.
Would love to strip from my private server, NPC generation as-is as implementation is static and does not allow dynamic responses. Replace it with modern agents to connect like players and train them to build out the world like players can.
Also started a project to make a new client using video and segmentation, gen AI to recreate initial game engine entities as Godot scenes to have full control.
Too little time for either, initial code has sat untouched for years.
That sounds fascinating, I've been working in godot for a few projects now. I'd be interested to know how you would integrate the Godot scenes into the current engine, or if it would be an entirely new client.
Godot is a pain given my workflow is pretty cli heavy though. Since I last touched that project I looked into switching to Wicked Engine. Just include C/C++ headers rather than Godot.
But job got interesting (am an EE in hardware development land) and I have to spend free time diving into AI model architecture to keep up. Both SWG projects have sat idle for 10-12 months now. shrug
The fact that player towns just emerged was really cool.
It was such a shame the space expansion was so ... flat. Neither space nor ground had a storyline to follow, but space wasn't an open world, and had no real element of choice in skill paths.