>>108
I suppose the single most frustrating thing from the project is how close we were to getting a working proof of concept. On Drybones' private server we had a working registration system on a registered domain, pressctrl.tk, though the registration was the last thing that was ever done in the project. We had significant issues putting the server back online once I took it offline because the conventional method that all guides showed was incompatible with our system that Nylarathotep (aka S'Crow Funk) had originally set up. This is where his prolonged absence ultimately set us back to square one, since troubleshooting was nigh impossible due to our collective lack of skill, and our lack of interest in starting from scratch again. I'd chalk it up to a loss of motivation.
In hindsight I was close to reinvigorating the project by opening it up to the rest of our group and taking it into "Early Access". Say what you will about that poorly stigmatized method by which devs release their games; at the time openining up testing might have garnered enough attention and / or interest from somebody with the proper skills to help us where we were stuck. That's speculation, so we will never know for sure. That said, the way I see it, not opening up the servers to everyone early on was our biggest mistake.