godotengine / godot-visual-script

VisualScript as a Godot Engine c++ module
MIT License
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[Tracker] Visual Script Roadmap #54

Open fire opened 1 year ago

fire commented 1 year ago
### Next
- [ ] https://github.com/godotengine/godot-visual-script/issues/57
- [ ] https://github.com/godotengine/godot-visual-script/issues/62
- [x] Port to Godot Engine master
- [ ] https://github.com/godotengine/godot-visual-script/issues/59
- [ ] https://github.com/godotengine/godot-visual-script/issues/58
- [ ] https://github.com/godotengine/godot-visual-script/issues/64
charlesmlamb commented 1 year ago

pls bring back this feature, or then at all it's a productivity - tool for artists, and a way to also learn to code . . .

super - important feature for me, and not sure W4 Godot should support the development with also money . . .

bbqchickenrobot commented 1 year ago

pls bring back this feature, or then at all it's a productivity - tool for artists, and a way to also learn to code . . .

super - important feature for me, and not sure W4 Godot should support the development with also money . . .

Yes, it would be great to have this. I'm an experienced developer, but would love to use this as I'm new to game dev. But, I am considering porting this to use as a plugin for Godot as well. Investigating that now.

charlesmlamb commented 1 year ago

they removed visual script from Godot 4 from the core engine, and not sure right now this page is where they're developing the new edition // Godot 3.4, and then 3.5 already has visual script, and then it was removed, or they concluded that it had no place in the core engine, and that it might be better as a module, or something more of an add - on . . .

not sure this page is where the development for that module is happening, and that also it's a very, very important productivity tool for artists, or that when going from artistic, and then to math thinking it takes a few hours, or one gets massive head - aches if one goes from artistic, and then to code, or classic - logical thinking . . .

that doesn't happen when there's visual script, and it saves artists, and also small teams a ton of effort, and also the ' pain ', or several hours of non - work when going to code, or then also to artistic thinking // it's a SUPER - important productivity tool for most artists, and it was a serious error to remove this from the engine, or at least think that . . .

bbqchickenrobot commented 1 year ago

Yes, understood. I was saying that I will try and port it to Godot 4.x. I'm brand new to the proj but I am an experienced coder so i will make an effort. It its a plugin I think it will live on - I just think they wanted to focus on more important areas of the engine.

MustaDevelop commented 7 months ago

So is there an answer to when will Visual Script be available as an extension?

No need to be specific about it. Heck, I won't mind if there are no answers.

thyongamer commented 6 months ago

I never tried V3, so I don’t know how the VS worked. But coming from PS4/5 Dreams GameEngine which ONLY uses Gadgets and wires to code without any lines of code I know it’s possible to make a game without coding anything in text.

I’m now a bit more familiar with GDscript, I do I see a cool way to emulate the Dreams Library of Gadgets by maybe using custom visual nodes. Like Rumble, Camera, Controller Sensor, TriggerZone, Laser Scope, Audio Gadget. All these have a lot of functionality in addition to just a low level function incl. input/outputs which could just maybe have GDscript underlying and you’re just wiring things up visually.

If you have this back as an extensions again, will you be able to make your own high level nodes?