I'm working on Superpowered mostly because it has a big stack of easily-observable bugs near the start of the game. If I fix some of these bugs it's likely to fix issues issues are present but harder to observe in othe games.
Every RAGS game exercises a slightly different subset of the commands and the authors tend to stick with it the whole way through. This meant that The Sinner was basically 100% completable once the first 25% was working, and Wife Trainer seems to be mostly good because it doesn't do a lot of exotic things with the engine. But there's often small areas later in games (like the dream sequences in Mindshift, or the minigames in Sinner) that exercise alternate approaches and break.
Aside from that, a turnkey solution for game conversion would definitely be helpful, but a key part of the system right now requires you have a registered or hacked RAGS designer, and that you have the password to a RAGS game or have hacked the password protection away. It's within the realm of technical possibility to create a standalone conversion program you could use on a .rag file that dumps the content into JS and then adds all the Regalia code, but it would be a big effort for such a little-used language.
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, and new RAGS releases don't happen that frequently.
I've thought a lot about Wifetrainer's open game aspirations, and while it's interesting to think about, I'm skeptical there will be enough quality contributors to make the engineering effort worthwhile. A lot of people like the game because of the cohesiveness of the game and the variety of post-client content, and that stuff could get really messy if multiple people were trying to add to it separately.
One approach could involve keeping the RAGS syntax and data flow but working on additional design tools, or at least other ways for multiple collaborators to add content. But even if that worked out perfectly, I think the RAGS data flow gives too many opportunities for contributors to mess up each other's additions to the game.
I had hoped with this project to generate some tools that RAGS developers could use to more easily develop their games, like seeing diffs between versions and verifying the behavior with automated tests. But so far I just seem to have triggered a mammoth replatforming discussion :|