So I was just thinking about how to improve the events editor in MMF3. Since Clickteam has made it pretty clear that they want to stay events based and avoid going into actual written code, I think this might be a good way to upgrade the events system to make it more flexible and powerful, along with being a lot easier to read.
Forgive the crude drawings, but it illustrates my point:
adding new conditions to existing actions is easy with nodes:
Right now MMF2's event editor is very linear and can force a lot of duplicated conditions and actions that aren't always needed. It also gets really hard to read and visualize what's happening in your events list when the amount of events starts to get rather large. Anyone who has ever used a node based development program before would know just how powerful nodes can really be. In my animation job, I mainly use AfterEffects a lot, which has a similar layer structure to MMF2's event structure... top to bottom. But I also sometimes use a program called Nuke or Fusion, and these are node based and allow for greater flexibility by far. While the learning curve can be slightly different, it's still extremely simple to use a node based system, and the possibilities are endless when it comes to what you can creatively do with nodes.
It would still be possible to create a node tree that runs some events in a linear fashion. It would be possible to group nodes and hide tons of nodes inside a single parent node. If anyone is interested, I could definitely create some better looking proofs of concept and explain in further detail just how it would work.
So what do you guys think? Interesting? Yes? No?