When enabled, the debugging mode of my AStar library shows open (potential) and closed (investigated) paths in green and red circles respectively. Here, it actually paths from the middle of that spiral, off the view, and into the room on the right. Shaded tiles reflect the actual path taken.
Releasing this library hasn't attracted a whole lot of notice, and I don't blame them: most people would prefer to have something to play. Actually, there is a game I've been wanting to create - My Own Net Dream, so to speak - and that is along the vein of Sentinel Worlds or Megatraveller: a space RPG that includes both space travel and on foot exploration experiences.
Unfortunately, I've run head-on into the reason why such games are far and far between: working out the details of such a fusion is hard. (Perhaps the best recent example I've seen is the Space Rangers series which, perhaps as no coincidence, is very much a hybrid of many kinds of games just as my experiments have been.) I keep getting distracted by details in much the same way I started creating Vehicle Wars with Battletech MU* in mind and somehow ended up turning it into game that pits a real time strategy game against SimAnt.
Nonetheless, just thinking of working on such a project goes far to restoring my motivation to get some work done in BYOND. Probably because, after years of looking, I've yet to find a computer game that gets it quite right. It's partly a fault of my expectations - if I want a game done exactly as I'd want it, I'll have to do it myself.
Well, I should have an opportunity for some heavy development soon: I've got next week off for Spring Break. Though I've a Spanish midterm to cram for during that week, you'd think having that many waking hours to myself should be enough to produce something. We'll see.