Quote: " I'd say that it's needed if it's motive is still to eliminate the difficulties of programming."
Gibba Gobba, I truly appreciate you being a long time supporter and fan of the project. I don't want to let you down.
IMO, programming is not the most difficult aspect of game creation, as game mechanics and logic don't require modifcation once in place and can be used in many games. One just has to find a way to attach the Script to the entities in the gameworld and this can be accomplished via a GUI Driven system. This is strategy S3GP is taking.
The greatest challenge is creating unique Art assets that set one's apart from the others. A majority of us inspiring Game Creators are not 2D/3D Artist. It requires a decent amount of talent and massive amounts of patience. I have neither. Thus, I can blatantly see a need for real-time CAD in game creation and this is the area where S3GP can offer something not readily available.
I found new inspiration for the Modular Entity Construction System (MECS) concept in
Spore Creator. The idea behind MECS is to provide Game Creators an easy way to craft any type of static/animated character, structure, vehicle, weapons for their games using snap-on parts and algorithms to blend/smooth 2D/3D seams if desired. It takes in considerations for mesh layers, animation layers, physics, particle emitters and audio emitters.
Perhaps this is the direction S3GP should go in. Simply narrow down the scope to provide a
Creature Creator that create/exports MEC creations and a
Engine Module that can load/save, assemble/disassemble, animate/render the creations in real-time. Although, I desire to add scalable massive multiplayer
high level architecture, built-in
Monetization systems, and GUI Driven Scripting (No Programming), maybe this is where the project should stop.
At this juncture, the project goals are simply to grand to achieve alone.