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Tomcat's avatar

Comparing BluePrint and VisualScript in Godot is not quite correct. The point is that visual scripting was NOT intended for game programming. It had a very specific purpose:

> Programmers working in a team that want to make part of the game logic available to Artists or Game Designers in order to offload some of their work.

https://docs.godotengine.org/en/3.5/tutorials/scripting/visual_script/what_is_visual_scripting.html

Writing the whole game in VisualScript is not a good idea:

> For instance, in a team, you could code gameplay logic in GDScript as it's fast to write, let level designers script quests in the graphical language VisualScript

https://docs.godotengine.org/en/3.5/getting_started/step_by_step/scripting_languages.html

As a basic language, GDScript would be more suitable. But it has the the fact that it's very easy to learn and could be a first language of programming. Visual languages like BluePrint can only make relatively simple logic, for complex logic you still need to learn a normal language. And here Godot c GDScript will help a lot - they are trying to use it quite successfully for teaching even in schools.

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Maurice Klimek's avatar

You are right about the comparison. Still, seeing all those games I mentioned made in BluePrint, be it Choo Choo Charles or the farm games , entirely made in BluePrint I'm wondering... When does the complex logic start, and does it even affect solo game developers, if they are not optimizing the game using C++?

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