like working in Godot and having nodes to organize behaviour but written scripts to implement it
That was the intent with Godot’s (3.X) implementation of VS (Visual Scripting) but I think most people didn’t like it (thus why it was gone in 4.X). The major flaw with that idea is that programmers probably don’t want to work on VS and… is it really better than just components with exported script variables and either way well-documented code (especially with gdscript)? Also communication on desired effects.
VS should be easy for beginners, if it fails at that a huge amount of people who aren’t in a team will find it to be useless. For comparison, UE’s Blueprints are usually what people point as better than Godot’s VS (which failed at discoverability due to lower-level workflow and IIRC wasn’t fleshed out with organization either), so this wasn’t strictly a problem with the idea of VS.
There are 3rd-party things now (Orchestrator, also Block Coding which generates gdscript) that might work better, though I don’t know.
That was the intent with Godot’s (3.X) implementation of VS (Visual Scripting) but I think most people didn’t like it (thus why it was gone in 4.X). The major flaw with that idea is that programmers probably don’t want to work on VS and… is it really better than just components with exported script variables and either way well-documented code (especially with gdscript)? Also communication on desired effects.
VS should be easy for beginners, if it fails at that a huge amount of people who aren’t in a team will find it to be useless. For comparison, UE’s Blueprints are usually what people point as better than Godot’s VS (which failed at discoverability due to lower-level workflow and IIRC wasn’t fleshed out with organization either), so this wasn’t strictly a problem with the idea of VS.
There are 3rd-party things now (Orchestrator, also Block Coding which generates gdscript) that might work better, though I don’t know.