QUOTE (Two Jacks @ Dec 28 2009, 03:25 PM) <{POST_SNAPBACK}>
If you compile it, they will come.
This has been discussed a lot, and Glenn has serious doubts about the practicality of porting the source at all. Although it would undoubtedly be helpful as an implementation reference, and the code for the scripting virtual machine might be salvageable for instance, anyone undertaking a port of Cythera needs to be prepared to either rewrite most of the engine from scratch. (Or, portably emulate considerable parts of the classic Mac OS that are not available or work differently in Carbon.)
That being considered, I think the most important thing here is getting Glenn and Ambrosia's official blessing for such a project, and the original media files (unencrypted data file to get the text/logic from, sounds, standard format images of the tiles and props, etc).
Multiplayer Cythera: It is much, much harder to write a networked game than a single-player game. Especially a multiplayer game that can run in the high-latency environment of the Internet. (Speaking as someone whose honors project in computer science was a framework for writing multiplayer games in Python. Not an easy thing to do.)