Hi,
I've never really had a vibe to learn programming (even thought I did in the end learn some js/jquery and php because of work ), so the premise of none-programming game making software was always appealing to me. First there was an obscure gamemaker on atari st, then click and play on pc, followed by rpg maker and then games factory. I started when I was 7 years old. Then my friend showed me construct - back then alpha 0.18 with that pseudo top-down gta demo - and I've been learning and using it, and observing its development ever since. It always had and still has marvelous potential.
However I was never fully satisfied with it and never felt like it is delivering on its premise. I always waited for improvements hoping that certain things that I couldn't pull off now, will be made available at some point, and that technical issues will be resolver. The latter I'll leave for some other time.
At this moment, I'm certainly finding construct limiting, both creatively and productively. There always has been some obstacle getting in the way of realizing the vision. And then there is always a talk of walk around's to compensate of lack of many standards. Stuff like units pushing out of object, to be used in games like rts or hack and slash etc. Or input delays to simulate different action rates. Or even such simple thing like scrolling text and default menu plugins, resolution change etc. Many ui and level building improvements. Those need to be within the vanilla software from the start. Thought many things can be done trough events, they need incredible attention, most often feeling more like hacks and rarely ending up working precisely, tightly in action, making often game feel and look awkward. In the event style environment, behaviors, plugins be doing most of work, streamlined but with many options, ready to take on many different ideas, and taking care of mundane, but giving a lot of possibilities. Same goes for UI and level tools. This will free up time needed for development in other, more important areas of gameplay; areas that will make or break the success of the game. I'm talking about original ideas and fine-tuning, testing and experimenting.
So now c3 is on its way and I hope that this time around it will be made truly with the developer in mind.
Thanks for reading