Niotso has always been a personal project with seemingly no end. At last, there’s somebody skilled who actually wants to help: rothn, of TSO Restoration and Vitare.
With simultaneous contributors to the codebase, the days of coming home from school, knowing exactly what my code does and where all of its functionality is derived from, abruptly end. Suppose we get a team of 50 “valuable” members, and together we finish the project in about a year. In that time, I will have worked on 1/50th of what I wanted to work on.
My purpose here with Niotso was always to learn how an entire game is coded from bottom to top, and at the same time I managed to supply a few things: documentation, teasers, and competition. The model I intended was that people can submit new code to a patch tracker (example), where I can review patches and either accept or reject them. This way I still have full knowledge of what everything is doing. But if this model is incompatible with the public interest, maybe the project never should have gone public, and never should have competed with Project Dollhouse, which can already primitively display an ingame lot with a fully functional UI. Or maybe this project is not what I honestly thought it was. If I reject the most immediate form of help, I’m preventing the game from coming back.
And yet all of the programs I make here are open source. Anybody can already take my code and, after learning from it, make improvements to it. But before dropping changes into my own personal workspace, I want the opportunity to review it. Patches don’t make it to the Linux kernel until the meaning and consequence of every last line has been assessed by the inner circle. I’ve set up Niotso Trac to let anybody do just that.
I am not taking away the right for others to assemble and, still, try to bring back the game ASAP. But do remember: I’m still working.