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Non-Scripting Game Engine

Started by April 22, 2018 03:59 PM
5 comments, last by Indra Siswanto 6 years, 7 months ago

Hi All,

I am new in the forum. Glad to be back in game development activity. I have been involved in the process of creating game/apps on and off in the last 15 year, just as a side hobby. The last one was more then four years ago. The problems I had in the past working with people as a side hobby was the lack of motivation and dedication to take the job seriously. So now I am going in solo.

I know little bit Python (intermediate), and C#(beginner), pretty good with Photoshop and Illustrator. On the last project I used Unity little bit. 

My goal is to create 2D Trading Card Game or RPG Puzzle game like for mobile platform. I know with my capability I am probably would not be able to publish a polish game by myself. But at least I can develop a working prototype to interest serious programmer to latch on latter.

With that as a background I am looking into a "non-scripting" game engine that I can quickly develop and test ideas. I am not that naive with "non-scripting" term. You still need to know the logic and understand programming language little bit. Especial if I want to make the type of game that I am thinking, unless you want to make a simple platform game.

Here are the criteria that I am looking for:

1. Non-scripting game engine as I mention above.
2. Do not cost too much to start with, or have a free version to test. (Once I am sure which one I like, I don't mind paying it)
3. Have extensive tutorials, that do complex logic  (not just simple  platform tutorial)
4. Shallow learning curve (This is optional. If it the right one then it worth spending time on learning it)
4. The engine can work for professional to continue the project in the future. (This is optional)  

Few engines that I looked so far:

Playmaker + Unity: The show case looked pretty impressive. Tutorial pretty basic as far as I can found. I don't think playmaker have a trial version.

Construct 3: I tested the free version. Pretty easy to use, performance might not be very good, buggy. Most of the tutorial are very simple shooting and platform game that use their build in behaviors. I found few puzzle ones that use more of their scripting, but they are not in English unfortunately. 

GameMaker Studio: I used them like 10 years ago, I am sure now is much better. Very similar to Construct 3

Please give your wise inside. I really appreciate, your input and advice. Thank you very much.

 

It sounds like you're talking about "visual scripting" (a better term to search for than "non-scripting").

In addition to the ones you mentioned, Unreal Engine's built-in Blueprint system might also be worth looking into.

Hello to all my stalkers.

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Lactose, you are right. The non-scripting is armature term. I will take a look at Unreal Engine. Thanks 

I wouldn't use any of the well known engines (unreal, cryengine, unity, etc.) because these are primarily 3d engines which makes them extremely heavyweight. They usually require a 10gb installation which makes it a pain to work with if you don't have a dedicated workstation. I recommend Godot instead. Godot is only about 30mb and is so lightweight that you can put it on a usb drive and use it from any computer (in a library for example). It has visual scripting and it also has more support for 2d than any other popular engine as of now since this engine was primarily made for 2d, though it also supports 3d if you ever need to.

Both Unreal and Gadot have good visual scripting. However if you have a good PC and want just a fantastic range of tools then Unreal should be the engine of choice.

Unreal's blueprint system has evolved over time to be a really fantastic full fledged scripting tool. There is very little it can't do, it's very fast for a visual scripting tool and can be expanded as needed.

Gadot is also a good choice even if it isn't as refined yet, the engine is improving quickly and is very light and easy to learn.

Michael Aganier and Scouting Ninja thanks for your input. I had a change to look into both Godot and UE4, and both of you are absolutely right. Godot don't even have to install the program. However I did run into few error that looked like bugs. The other reservation for Godot is the use of GDScipt, which can only be use on Godot. At least, if you learn C++, you can still apply it to other application. 

However, on UE4, like Michael said it's heavyweight. For what I want to do is like traveling in short distant riding a helicopter. I like the fact that they have better and more tutorials on how to use Blueprints compare to Godot. Godot also have decent amount of tutorials but they are tent to teach the same basic functions. So right now I am still learning the basic for both on their visual scripting.  UE4 is amazing like Ninja said, and it's blueprints is really good. Hopefully I will be able to use what I learn on blueprint into Godot.

Once again thank you for your input.

 

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