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(i"m on elementary os 1gb vram, i3 2nd gen ~2.3ghz)
I too was looking forward to using AArcade on my Steam Box (once I get one), but I'm the only person on the development team still since I couldn't raise money to buy a resale license and bring on additional coders/artists.
Instead, I've been spending my time working on the features that the Early Access players have requested the most, and they are overwhelmingly English speaking Windows users so cross-platform and multi-lingual support have been postponed indefinitely unless something changes.
I know the feeling, I have a fairly recent laptop Im converting to a Steambox / HTPC. And would have loved to have a linux version of this.
Don't worry though, if the Kickstarter becomes wildly successful, there are many features that were cut that would likely find their way back in, such as multi-language support and Linux. AArcade is actually the reason I was looking forward to building a Steam machine.
Sounds promissing! Have you ever wroked with Source engine before?
In order to make a Linux port we'd have to 1st be able to compile a working Linux version of the Source SDK Base 2013.
After that is working, we could start adding AArcade's code to it. For the most part, it will be cross-platform already, but there will be certain things that need to have Linux-specific alterations in place. Probably the code segements that deal with window management, since the Windows API is used for those types of things.
After AArcade's internal cross-platform code is in-place, then we'd need to start working on Linux-friendly solutions for the external libraries that AArcade depends on. The primary libraries that AArcade uses are already cross-platform; however, the Linux versions of the libs are not as full-featured as the Windows counter-parts in some cases, so additional alterations to how AArcade interacts with these libs when being ran on Linux would be the next task.
An additional issue that could be encountered is a external library that has no Linux counter-part (I stopped confirming that the libs AArcade uses had cross-platform support when cross-platform support was removed from AArcade's dev plans.) If any external libraries turn out to be Windows-only, we will have to find Linux alternatives and figure out a way to get them coded in as alternatives.
I expect that porting AArcade to a Linux build would take about 3 months solid work. Since there's less than 3 months until AArcade's release in total, a Linux port would not be ready until some time after release, should it happen.
If this is the kind of commitment you're ready for, add me on Steam! I've never built the Source engine on Linux before, but I can help you get started assuming that setting up Visual Studio is the same for Linux as it is for Windows. After you have the Source engine to play around with, you can spend some time determining if this is the kind of task that falls within your skillset.