For example Unreal Blueprints
What is it about them that makes it so popular?
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For example Unreal Blueprints
What is it about them that makes it so popular?
A lot of game programming is tweaking parameters, which the blueprint systems provide in a click-and-drag UI rather than editing numbers in text files and recompiling.
I'm curious to hear other suggestions.
I’m a visual thinker myself, so I can’t imagine not thinking about code as a diagram. But it seems that from the way most tools are designed , this is not the majority view.
1. He is comfortable tweaking parameters in a visual environment. This means he can iterate without me which is faster. He comes to me with a list of things he wants accomplish. I create a bunch of tools. He's off to the races.
2. For certain problems it's faster for me to whip together some visual code using re-usable code-building-blocks I've written. For example, sequencing through a series of states for some moment in the game or reacting to a game event.
3. He is familiar with finite state machines -- for example the entire animation system is built on them -- and can therefore make changes to the game without my input, say changing how the boss works in combat.
4. Plus these changes don't require recompilation, which helps speed up iteration.
As a programmer I'll say once you get your head around the paradigm it's pretty cool. A ton of game code is just glue or event handling. Visual coding is often a good fit for those problems. It also forces me to write my code in a more SOLID way -- I end up writing a bunch of atomic "tasks" that get mixed and matched in creative, unexpected ways. That means my code is usually simpler and therefore less bug prone.The flip side is that it's very easy to wind up with a huge pile of visual code spaghetti strewn across a dozen places, and it's impossible to refactor safely -- pretty serious issues ... but when you're just two people trying to scrape by and release something before flaming out, they're not at the top of my list!
[1]: Very out of date screenshots for those curious: https://store.steampowered.com/app/1446350/You_Will_Die_Here...
[2]: Plus contractors who help with the art, sound, marketing.
It's no different from using SQL for database access.
Basically, someone has to do a ton of upfront work designing a domain specific language for a task, in this case game scripting then it's easier for people to do the game scripting using the domain specific language than using a general purpose language.
SQL is an early example of a language designed for a specific purpose.
Also, games programming is HIGHLY agile. Most of the logic you implement will be thrown away. It's all about rapid prototyping and finding what is "fun". Of course, once you've found something fun you might want to build it into a solid and scalable system, but even in such a system you might want to keep the flexibility for designers to extend and add new elements as they see fit (using visual scripting!). The ability for non-programmers to be able to make gameplay changes is also an important factor.
For example: a level designer might want a specific type of entity in their level (let's say a floating platform). A programmer can extend the engine to provide the logic for said entity, which accepts parameters like how quickly the platform should move, what should trigger the movement, in which direction it is moving, etc. The programmer implements all of this and the final result is a new entity type said level designer can drag and drop into their level in the editor, and configure to their heart's content.
Game design - especially in 3D environments - is an incredibly visual process!
Unless you are incredibly familiar with programming to start - why, if you were approaching game design, and - for instance - had level layouts, character and enemy designs, etc - prepared in advance - wouldn't you?
It's literally the most logical way to approach filling in those gaps with functionality with a visual system of design like that.