Tuttle's Legendary Travels
Development Blog
Comments for Status Report 2023
LaytonPuzzle27 - September 1st, 2023 - 01:47 pm EDT
When are you guys going to give the reaverbot created by Eris an official name?
fAB - September 1st, 2023 - 06:02 pm EDT
Um, we really don't know when that might happen. As the status report video indicates, details like that are the least of our concerns. s-argh.png
Dropsheep - October 21st, 2023 - 12:15 pm EDT
Have your considered open-sourcing whatever has been developed for Tuttle so far and posting it up on GitHub or elsewhere? If your goal is to develop the project as a joint effort with the Legends community, that seems like an easy way to essentially remove the barrier for entry to anyone who has the technical capacity to contribute.

It also has a number of very important benefits:
- Public activity means the community is never in the dark regarding the development status of the project.
- A public project means that it is easier to centralize the management activity for the project (I am unaware as to how you are currently doing this or what tools you are using for this purpose). You could probably get people who have otherwise no gamedev skills (be it code, art, or music) to assist on the management side of the project.
- The project could move forward even if you both are too busy to develop or manage the development of the game. Even if you don't feel comfortable giving other people management access to your repostory, the community can always fork and you can integrate whatever changes you have later. At this point it feels like a little integration overhead would be preferable to having no work done at all.

Think it over.
Kind regards and thank you for all the work over the years.
fAB - October 23rd, 2023 - 10:42 am EDT
Doing something along those lines has of course occurred to us, but on top of any other complications, there are parts of the code under license (like using Rewired for input) that we wouldn't be allowed to share out, and the game wouldn't run without. Not to say we couldn't maybe find a workaround, but there is that.
Dropsheep - October 25th, 2023 - 01:21 pm EDT
Well, having proprietary dependencies for open source projects is not super common but not unheard of either. The usual way to handle it is to have these dependencies excluded/ignored in the repository.
Additionally, you would have a sort of setup process for new contributors, where after cloning the repository, you run a script that fetches non-redistributable resources that are public, or otherwise integrates the propietary dependencies that the contributor must acquire or set up by other means.
If you are otherwise interested in the approach that bit should be very much doable.
fAB - October 25th, 2023 - 05:57 pm EDT
Thanks. We'll keep that in mind. s-smiley.gif
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