On the surface this sounds nice but there are horrible logistics problems, you're giving yourself a convenience to save you the hassle of a small step, and then ignoring the huge problems it creates:
- A new Shard release is made, and all older Shard releases require older versions of the engine. Suddenly your game no longer works.
- The maintainer leaves, and one can no longer update the files. Imagine if EE had Shard configs in it and they needed updating? Fang expressly forbids anybody from making updates, even if it's just fixing errors. That's a mark on my reputation and a support nightmare.
- The newer version is unpopular and people play the older version
- A content dev violates rules meaning the AI has subpar performance and is incompatible with other games, e.g. a map based Shard behaviour that breaks another behaviour present in a game.
- It balks up my own release cycle. If I need to make an important refactor, I can't as I have to coordinate and synchronise all these disparate projects
- If your game is an sdz on it's own, then you're not distributing a game, you're distributing an alpha, a work in progress, or a map.
How you should be doing it
- Use my releases and make sure you have code in a place I can always get the latest, and prod me when you update things.
- Distribute Shard yourself under a new name e.g. "Anarchid Shard". I don't mind so long as you make it clear it's a specialisation of standard Shard.
- Bundle Shard as I provide it in an installer