hey! that's a really good point, we have to keep the launcher active so that it can listen for when the player is done with the game. but i didn't think about the impact it had! thanks very much for the feedback :)
papercookies
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i know what you're saying, and you're not wrong with the points you make but; to make a project like this feasible, let alone *fun* to make, you need to give individual devs some liberty. i tried my best to strain away from too much direction and let things develop naturally, a lot of people in the wyoming branch did focus on doing more narrative stuff, but I think that's the magic of a project / experiment like this. as the organiser for the project, every small bit of constraint you add makes for a lot more opportunities where things can fall apart. this was already a lot of work, i can't imagine the amount of work it would be to also *direct* every single game.
what i'm saying is, it's already a miracle this even worked out as flawlessly as it did. managing more than 50 devs to make a thing like this happen is hard!! quite simply, the project you are describing is not possible as a free collaboration, that would be a full-time job for multiple people, would not be as fun to make for the devs, and would most certainly not be free :-)
hey! i'm really sorry for the trouble with the linux version. full disclosure; the linux version was never tested and not recommended. it was actually part of the arg, because the linux version contains a file that the windows one doesn't have. it's by no means actually the intended version to play and linux isn't actually officially a supported platform... my apologies for all the frustration, i should've put out a warning.