Another note. If you are intersested in helping, but are thinking "I don't have that much time", not to worry. Because of their schedule, a couple of people already wanting to help mentioned their time was limited by real life.
Also, you don't have to kill your existing games because you can use MultiSH4 and have a install for playing for fun, and one for testing.
Let's be real, this is supposed to be a hobby,
not a 2nd job. That's where the teamwork idea comes in. If ten people spend 1 hour a week on development and some time playing and testing ( I'll use 2 hours play time cuz many people easily play SH4 for 2 hours total over a 7 day period,) thats the same as one person spending 30 hours in one week. In contrast, with a team you can look at it as the equivalent to 20 minutes a day for an individual, and is even better because you have multiple outlooks. Some weeks one person may only spend one hour or less the entire week, but at the same time another person will get cranking for a couple of days and everything evens out in the end. Please understand we aren't talking about people guarranteeing they'll spend so many hours a week, this is just an illustration of how it all balances out in the end.
This is suppossed to be interesting. So you try to avoid burnout by sharing the burden with people, and each one works on a piece they're interested in, rather than asking everyone to be able to do everything.
Sure, things may not crank out the door as fast, but there's that old saying "slow and steady wins the race".
What's cool is you may be helping multiple mods at once. For example the update test file has gone out with taters new depth charge mod. So we're not only working on RFB, but we'll be helping tater with feedback. Same thing will happen when work starts on RFB plus.
Hope this gives the whole project some perspective.