The visual spaghetti flow can be solved with different elements: like referencing (data and event slots) and hierarchical grouping (kinda LOD for Visual-Scripting). Then instancing a hierarchy would be a next step for creating re-usable blocks.
Yes, we have hierarchical grouping (with information) and reusability through copy-paste (changes do not progress across copies). But we need more.
I think one useful thing would be to create separate work areas living on different tabs for logically separate parts of functionality (i.e. one for doors and keys, one for eleveators, etc).
Any chances to see Flow sources available? ;)
ReplyDeleteYes! Just license our tech for your next game. ;)
ReplyDeleteThe visual spaghetti flow can be solved with different elements: like referencing (data and event slots) and hierarchical grouping (kinda LOD for Visual-Scripting). Then instancing a hierarchy would be a next step for creating re-usable blocks.
ReplyDeleteYes, we have hierarchical grouping (with information) and reusability through copy-paste (changes do not progress across copies). But we need more.
ReplyDeleteI think one useful thing would be to create separate work areas living on different tabs for logically separate parts of functionality (i.e. one for doors and keys, one for eleveators, etc).
question:
ReplyDeletewhat mean purple node?
and
is filled query unit node's position data when flow compiling.
Purple nodes are query nodes. They fetch their data when it is needed by the nodes they are linked to.
ReplyDeleteSo when Create is triggered on the Particle Effect node, the Query node will fetch the position of the unit at that moment.