What you want in C3?

Discussion and feedback on Construct 2

Post » Mon Jan 05, 2015 9:12 pm

I think the most important part is making the transition from C2 to C3 as smooth as possible:

  • The engine should be an evolution, not a revolution. C2 has a great engine; no need to start from scratch.
  • Plugin system should be backwards compatible. This is vital; it's the backbone of C2.
  • Any relatively recent capx/caproj should open right up, and run as well in C3 as in C2.

Also important:

  • Whatever framework is chosen for the editor, please let it be one where simple requests, like universal search, can be implemented without great protest. The inflexibility of the current IDE is the most frustrating thing about C2 (outside of export woes).
  • On the interface, it should be FULLY themable. It may sound trivial, but switching to a dark interface is way easier on the eyes.
  • Canvas/Paster functionality as a built-in object. This is too important to be a third party plugin. In fact, why not do this now, for C2?
  • We don't need a recreation of photoshop/gimp/krita. An 'open in external editor' button will do. But we do need better animation/asset management tools. The following thread has some excellent, well thought out suggestions: things-about-image-editor_t93757?&hilit=animation

Awesome (but optional):

  • Some sort of WebGL/SIMD.JS accelerated physics/collision system. As it stands, on mobile we face a disadvantage with collision logic vs a good native engine. The technology to address this isn't quite there yet, but in a year or so, it probably will be.
  • Limited 3D support. I'm not sure if Construct should venture fully into the realm of a 3d game engine. But limited support for 3d content and manipulation would be great.
  • Better support for developing apps as well as games.
Finally:

  • More hands on deck. I don't want to see Scirra become like Unity, with a building full of developers, but I don't know how long this can go on as a 1 man show. Honestly, if I were Ashley -- and I'm probably stepping well out of bounds of my expertise here -- I would be trying my damnedest to hire rexrainbow at the very least. ;)

As for pricing, if C3 is another $100-$200 dollars, I really can't complain. Take a look at what Unity costs.

Still, I would say this: subscription pricing, as a concurrent alternative to a flat fee, might open the door to potential customers unwilling or unable to shell out for a full license all at once. Just a thought.
Last edited by TiAm on Tue Jan 06, 2015 12:02 am, edited 1 time in total.
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Post » Mon Jan 05, 2015 11:19 pm

TiAm wrote:Still, I would say this: subscription pricing, as a concurrent alternative to a flat fee, might open the door to potential customers unwilling or unable to shell out for a full license all at once. Just a thought.


Subscription licenses are a good idea, but only if:
- There would be regular, one time buy licenses too, just like now. Don't forget the users who don't do full time development. Their projects can last even a year or more.
- Keep the offline license validation engine (or how do you call it?). Online can be a bit more secure, but I love the concept of the full usability offline.
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Post » Tue Jan 06, 2015 12:00 am

glerikud wrote:
TiAm wrote:Still, I would say this: subscription pricing, as a concurrent alternative to a flat fee, might open the door to potential customers unwilling or unable to shell out for a full license all at once. Just a thought.


Subscription licenses are a good idea, but only if:
- There would be regular, one time buy licenses too, just like now. Don't forget the users who don't do full time development. Their projects can last even a year or more.
- Keep the offline license validation engine (or how do you call it?). Online can be a bit more secure, but I love the concept of the full usability offline.


Yes, +1000 on both of those comments.

If C3 required you to be online all the time to use it...I probably wouldn't use it. Sad to say, but there it is; I feel very strongly about programs maintaining offline functionality whenever possible.

And there should still be a one time 'forever' license for those willing to go all in.
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Post » Tue Jan 06, 2015 2:32 am

Why is this popular demand wants C3 that I found nothing about Ashley officially announced C3?
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Post » Tue Jan 06, 2015 2:55 am

I think the last line of this post is what got people going:

viewtopic.php?f=146&t=121844&p=870156#p870156
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Post » Tue Jan 06, 2015 11:20 am

anything would be cool as long as I dont need to purchase another license
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Post » Tue Jan 06, 2015 1:06 pm

Like many said :
-> Timeline
-> Animation system
-> Advanced particle system
-> Vectors sprites / animations (kind of like Flash / illustrator)

A way to ignore Node Webkit (Jittering problems killing games)
But most of all, keep C2 a priority for now please :)
... "Je suis CHARLIE" ...
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Post » Wed Jan 07, 2015 6:48 am

tonypond wrote:anything would be cool as long as I dont need to purchase another license

+1
And, what will happen to C2? Will there still be updates? In license video it says "... And you will get free updates - for ever" ...
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Post » Wed Jan 07, 2015 11:24 am

I do not mind paying for new C3 as long as the event system works the same so there's no whole re-learning thing. Importing old projects into new would be good but I do not need backward compatibility.

This is if C3 exports into something that is better (and closer to machine) than HTML5.
If it is still HTML5 just like now then I would prefer to see C2 still being worked on. If money is issue then maybe upgrade to 2.5 for a minor upgrade fee.
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Post » Wed Jan 14, 2015 12:07 pm

If its possible - Native IOS and Android exporters? That would make Construct the ultimate game design tool regardless of what version. I'd pay good money for exporters like that. :)
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