I'll get the conversation started. I have a few of thoughts on my mind about collabs.
1. I'm not sure what the purpose is. The first thing I posted in the competition retro thread is what I felt was the underlying purpose of the competitions were. (A way to help people make serious progress on their game projects, and incorporate game development into their lives.) I'm having a much harder time pinpointing what I think the underlying purpose of collabs are.
I think it's important to define this, because everything else is determined by this. Is it working? It's hard to tell if we don't know what "working" is supposed to look like. Is doing X a good idea? Impossible to determine without knowing what "good" means in this context.
I have a few loosely defined purposes. Something about learning from each other, and something about people getting experience working with others.
So I guess the first point of discussion that I'd like to introduce here is, what do you guys want to get out of the collabs?
2. I should consider personally taking on a smaller role in the collabs. I don't need to run the show on these, and I don't need to be the one dictating architecture. I'm happy to do that, but I'm also happy not doing that. Perhaps it is worth me letting go of the reins here a bit.
3. With how vague the purpose of collabs is to me (to be clarified over the coming week) I don't think we're wrong to consider some wildly different structures for the collabs.
I brought this up in the chat room at one point. Depending on what we want to accomplish in the collabs, there are plenty of other ways to structure them that might get us better results.
An idea that I had might be a sort of Round Robin style collab. Instead of everybody working on the game simultaneously, we pass it around. Everybody is in a circular queue (so it wraps around when you reach the end of the list). When it's your turn, you have 2 days to spend no more than 1 hour changing the code. You commit your changes, and pass it on to the next person. After some number of months (maybe a year as the upper limit) we'd quit and switch to a different project instead.
We'd be working together to build a game, but you'd have flexibility in terms of what you work on and how you do it. And you have flexibility in terms of when you would do the work as well.
I'm not saying, "This is the best idea and we should immediately get rid of our other collabs in favor of this." I'm just exploring and brainstorming. Feel free to do the same. (And also feel free to say that you think the original structure is a better fit for accomplishing what you want to see in the collabs.)