As lovely as the engine is, and I mean no offense to the devs, it's still in alpha. If we try to too much with it right now, we're going to be in for a tough time trying to make sure everything works as needed. Once we are better acquainted to both the engine and each other, moving on to more complicated work is the next the step. Even with a familiar, more complete engine, things can be difficult.
No offence taken but I would just like to say; Yes Skyline is still in an alpha phase, but in the correct hands can be guided to create some amazing stuff, conversely a top pedigree engine can look poor if there is no skill with the art and coders. Skylines render can be made to look how ever you wish depending upon your shader skills and many code commands are available to squeeze out some cool mechanics. As with anything the determined can move mountains where as others would have problems cutting the grass!
What we were hoping for was once the game ideas have been established, is to develop the game and in doing so push Skyline further than where it is now, too expand the code base where needed and to fixes errors and to add any new required features.
@Talidan: Its good to hear you are diplomatically expressing your thoughts in discussions as this is how to grow and gain experience
Brainstorming: This is where all the crazy ideas get put on the table for discussion and the more ideas the better. It is good to keep an overall view on capabilities but at this stage not to limit the ideas. Our next stage will be a more feet on the ground approach where we can see what ideas can be currently developed and what features we the devs will need to implement into Skyline. All being well we will look at entering this new development phase this weekend.