Hey some great opinions.
— I'm in your camp. I don't believe there is any blocker to make a full fledged game. I do believe however sometimes I'm just going to have to roll up my sleeves and do it the hard way. I actively do use Unity at the company I work, but even with enough Unity skill set for 2D games. I would still work with C2 for any 2D.
Some plugins I agree I don't know if should be officially supported, but seems like should have a presense. Canvas especially. Rex FSM, I use groups for finite statemachines. magic cam is good. but that's also the point. If the engine is robust enough to let 3rd party developers to create quality tools, does that need official support?
I lean no.
—
I agree. I wanted to create a node based traveling system similar to Knights of Pen and Paper and such AdventurePath kinda of thing. But rather than linear paths use some pathfinding. it works find. But I wanted to see if I can make a tool in the SDK to assit in creating the graphics. You can find the thread in SDK as Edittime Widgets.
Overall I would rather Ashley work on producing a more robust IDE where tools, templates can thrive and flourish into quality standards. Rather than Ashley work on new end user features. I would like to modularity so that I know templates can be imported into project easility more so; so that if there is an update to template developers don't have hard time.
I would like to see all plugins have an Editor.js file which is only edit time. But let's us have widget and high amounts of control. Widgets to be dragged to create bezier splines in a scene, new windows to create tool interfaces.
Is any of this needed to make a great game. No, but it sure would help.
I've had my peace. I'll now continue make C2 stuff