I want to make a game that has a visual element, doesn't have to be animated (I'll do the drawing), click-interactions, dialogue, currency, inventory. I can't code, and I have a really *really* hard time trying to wrap my head around programming any time I've tried it, to the point of getting so frustrated I shut down, so that's not an option. I just don't have logic-brain. Is there a tool that would suit my needs? *Please* don't reply 'just learn programming', that doesn't help.
in reply to Calligrafae

Construct3 has visual scripting - haven't used it myself so I can't comment on how the experience is.

construct.net/en

Godot also has visual scripting, and I have tried it, but it is basically the same as regular programming imo. A lot of working in Godot is putting together "nodes" that do what you want so you can do a surprising amount without writing code, but hard to avoid logic when it comes to making games really...

godotengine.org/

in reply to Calligrafae

renpy maybe? renpy.org/ it's not 100% code-free but the scripting language is designed to be friendly to people who don't want to write code.

also, unity, unreal and godot all have visual scripting functionality, so you can add logic without having to write code. probably worth trying, if only because there's tons of introductory tutorial material available for those platforms

in reply to (mapcar #'emacsomancer objs)

They self-describe as "Markup, not programming: Text comes first, code and logic are inserted within."

inklestudios.com/ink/

@aparrish

in reply to Calligrafae

the thing that came to mind, even though it's not visual at all, is the very old-school Adventure Game Toolkit, where you could basically edit some structured text files and get a functioning adventure game. i really wonder what, if anything, the modern equivalent is for stuff with visuals...

does twinery.org/ fit in here somewhere?

in reply to Calligrafae

I think it will not work without programming. The logic behind the interactions will have to be defined with short scripts.

Years ago when the Blender game engine wasn't completely obsolete i used their logic bricks. But only for a short time until i ended up with Python again.

My recommendation is the Godot engine. Izabela Latak-Grzesik @rejke does very nice things with this game engine.

Another possibility is, you work together with a human who does the programming.

in reply to Calligrafae

is it any specific genre? Because there's genre tools like RPG Maker (last time I used it, the coding was done through what it called 'switches') and Ren'Py (requires scripting in a kinda python lite. Can be used for phoenix wright like games as well. Anything extra takes modding the software).

Elsewise... I used to use Construct. There's a new version which I've not used. It codes in English, so useful for learning code concepts without learning code. (Cont...)

in reply to bentosmile🍱

2D semi-idler casual game with little interactions for gathering resources (collecting material, maybe fishing/mining/harvesting -type interactions), resource management, inventory, a simple building component a bit like Spiritfarer, NPCs and dialogue interactions, quests. Art will probably be flat 2D non-animated scenes, stuff that's within my skillset XD
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(mapcar #'emacsomancer objs)

I only played with it a little bit, but the editor seems to have the compiler built-in: I was able to export to HTML and have it work, just using that binary.

I haven't poked at it enough to know how to talk to the compiler separately, but even in the worst case scenario you could edit in Emacs and just open in the Inky app to compile.

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mastodon - Collegamento all'originale

(mapcar #'emacsomancer objs)

(I assume you're already using github.com/Kungsgeten/ink-mode ? )

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