+2 votes

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:

https://www.hyperpad.com

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/

asked Aug 12, 2016 in Engine by Tutorial Doctor (26 points)
edited Aug 19, 2016 by Tutorial Doctor

1 Answer

0 votes

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.

answered Aug 14, 2016 by vnen (791 points)

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?
CreatingA3DPointAndClickIn_Blueprints

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