One code base to maintain which will (theoretically with the right browser) run on Mac's, Linux, Android, Windows etc. At the moment Construct 2 is bound to Windows only.
Secondly, a huge feature that we're yet to show is multi language ability. This is an insanely difficult thing to implement in a C++ program, but reasonably trivial in HTML.
In the browser lets us reach everyone in the world, whilst only maintaining one code base and let's us develop and iterate faster than ever before.
Like you said, this is all theoretical. You can reach "the whole world" with the right browser. At that point, you might as well ship an Electron app.
But that's not even the point of my question. What I actually meant is: Where is the benefit for the user? I wouldn't want to use applications in-browser, unless there's some real value in that. For everything else, I strongly prefer a "native" application.
What other game dev tools can a user on a Chromebook use? Or an Android device?
Another thing, it enables us to rapidly iterate and deploy through one code base. Maintaining code bases for multiple platforms will be like a ball and chain on our feet. End user will get a better product.
End users don't get a better product just because you don't want a ball and chain on your feet.
Apps wrapped in a browser are blatantly clunky and feel out of place from the OS compared to something using native controls, not to mention consuming more resources and battery. [0]
Have you tried Construct 3? The feedback we're getting (some in this thread) is that it's very responsive. We're getting feedback on social media that people are forgetting sometimes they are using it in a browser. Making it feel as performant as possible has always been the #1 goal. Browser apps have a bad rep because there are a lot of badly written ones out there.
What specific parts of Construct 3 do you feel are clunky?
Sorry, I cannot yet give feedback on Construct 3's quality as a game development tool (though it looks promising in that regard) but being a web app, after just a few minutes with it I am faced by too many inconsistencies and annoyances that just. would. not. happen. in a native app.
Menus, panels, windows, controls, fonts, fullscreen support, accessibility..too many to list, and WHY do I get the ugly red X button on the right corner when I'm on a Mac?? Why do you force me to use Windows UI paradigms, after making such a big deal about web apps = yay portability?
The reality remains that for now and the foreseeable future: Users do NOT, CAN not, get the best possible experience unless you're willing to write and maintain native apps.
> Why would a game developer use a Chromebook or an Android device?
Because they are usually a lot cheaper and more accessible worldwide.
As an example, a market we've identified is educational in US, there's millions of Chromebooks out there gathering dust. If you are an educational user, this could open a lot of doors.
> The second point applies more or less to an Electron app, too.
Yes, we are planning on distributing desktop builds via Electron. First phase is in browser only as there's a little bit more to prepare before we can release downloadable builds. Is that what you mean?
This tweet [0] and explanation might help:
@ConstructTeam #Construct3 is a game changer. Develop for mobile while mobile on mobile with HTML 5 in @chrome 57+
https://editor.construct.net
Tom has mentioned other points, but one major value I see of Construct3 is that when I'm away from my desk or laptop I now have the ability to tinker.
The amount of times I've had to take notes or do a sketch in lieu of being able to sit down and tinker due to physical constraints.
Now I can jump straight in and prototype whilst mobile on my mobile.
Secondly, a huge feature that we're yet to show is multi language ability. This is an insanely difficult thing to implement in a C++ program, but reasonably trivial in HTML.
In the browser lets us reach everyone in the world, whilst only maintaining one code base and let's us develop and iterate faster than ever before.