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> I feel like there is a distinction between tools and no code and these are just tools.

Programming is just a tool as well... there's a odd distinction here that somehow more specific tools are lesser. I also think this is where the whole #nocode thing can go wrong. You should empower non-programmers in ways that suit them.

> You can maybe prototype a game mechanic if it’s not very unique with drag and drop but it’ll never scale to production.

The expressiveness of composition is only limited by the number of elements you have to compose. In the specific zombie case no it wouldn't scale to production. But then the prototype wasn’t meant to and also would never have existed if it weren't for these tools. We unlocked the ability for our Art Director to prototype a new game all by themselves. That's massive from a creativity point of view. We'll almost certainly turn it into a full game at some point.

From a production standpoint a game is thousands of special data cases. Which is why tools are so important and code is both data and a tool but if you can simplify things so much the better.



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