The Godot Visual Scripting Philosophy?

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:bust_in_silhouette: Asked By Tutorial Doctor
:warning: Old Version Published before Godot 3 was released.

I have been interested in visual scripting for a long time and I am curious about Godot’s philosophy on visual scripting. One of the best implementations of visual scripting I have used is the IOS Hyperpad app:

How will Godot make visual scripting appealing. Blueprints isn’t that appealing to me as it is like building shaders in Blender 3D.

A post I made a while ago on Gamedev.net

http://www.gamedev.net/topic/650883-examples-of-node-based-programming/

:bust_in_silhouette: Reply From: vnen

Visual Scripting in Godot is not really meant to be solely used in a complete project. It is made so designers can tweak functionalities implemented by programmers.

In the end I believe it’ll be similar to Blueprints (but not the same).

However, the Visual Scripting in Godot is in very early stages. So if you have a concrete suggestion, please open an issue on GitHub so the devs can check it out.

But create a Point and Click adventure game only using Visual Scripting would be great -an artist should focus more on the story and graphics.
With Blueprints this is possible - so we can create a whole adventure game only using the BluePrints…that’s great, isn’t it?
Creating_A_3D_Point_And_Click_In_Blueprints

Bishop | 2016-08-16 02:10