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.
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
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.
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++?
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.
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++?