If it is possible to make games without coding, why code one? [closed] - game-engine

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I'm pretty new to coding and while searching on random stuff on the internet i found out that it is possible to make games without a single line of code with the help of game-engines like Unity. So what merit is there in coding a game? I have my guesses but i would like to have an answer to be sure, thank you in advance.

Unity requires coding for anything truly custom
You can get quite far with Unity just using already built stuff, but that's just the problem. You are limited to using the parts someone has already made and combining them. Now, that does allow for a heck of a lot of combinations but that is as far as you can go.
You are also limited in your ability to correct unwanted behavior in precisely the way you want it to be corrected.

You need to learn coding in order to make games and that includes using gaming engines such as Unreal or Unity engines. The main reason on why you would need to learn coding is to add logic to your game such as moving your character.
If you are using Unity I would suggest referring to the following link and learn more about scripting(aka coding) and how can you implement it in your game and that way you would have a better idea on why/when coding is essential to the game you're creating.
https://learn.unity.com/project/beginner-gameplay-scripting?courseId=5c61706dedbc2a324a9b022d

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What skill does game development require? [closed]

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Does being a game developer require more specific skills than a normal programmer ?
I found that some developers know graphic design and 3D motion etc... so they can work on full projects by themselves ....
so what is really needed to build a good foundation as a game developer ?
Very good question. I've been asking myself the same questions. That's why I did a deep research to get good answers.
Let's start this way. The most known project by a single developer is LSA (Lost soul aside) which is not even released, but the game developer claims that he did everything by himself. He is a designer. I've checked other projects as well. Every good single project has been made by a designer. So if you are a designer, you can develop a game yourself. If your a programmer without the design talent, I recommend a team work. If your asking yourself how is it possible that a designer can create a good game. The answer is simple. Game development with existing game engines (UE - Unreal engine) for example, is so simplified that you don't even need to use any programming language. You're just playing with objects and when you get the feeling, you can do a real masterpiece there.

Is Monogame still worth using in 2018 [closed]

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I know there are a lot of posts dealing the question out there but some years passed now.
I started working with Unity and want to start developing 2D games. Unity is a pretty good engine and is able to deal with 2D but obviously this game engine is designed for 3D.
Other engines or Frameworks may use scripting languages but I want to use C# as my main language. I know Godot supports C# but it focuses on GDScript.
I just read about Monogame and want to know if it is still worth using or outdated. By saying outdated I mean it is not maintained anymore or not many people use it anymore.
It is maintained and the community is pretty active.
For me, it is the optimal Framework for 2D games. You surely have to make some Things on your own while e.g. Unity takes care of them for you, but you have full control and you can do whatever you want.
And - as you said - Unity is designed for 3D games and therefore creating quite a lot Overhead when building 2D games.
Since the Framework is kinda low level, even if they would stop development next year, you would be able to use it for quite a long time.

How to make people understand my programming idea [closed]

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So, I working on a problem at my workplace, that is a big company with a serious CNC shopfloor. Here I thought I could make the life much easier with a little software. I have the conception, I put a lot of work in it together with my helpful friends and here is the point, when I suppose to explain it to my leaders.
The problem is, I've never made anything like this before. So I don't know the way. I should use UML-diagrams and use cases, class diagrams etc? Or which is a preferred way?
Out of the management perspective you could explain why your programm is efficient and required to optimise the workflow. Creating a presentation could help you make the idea of the application clear and bring it in a form which is understandable.
If I were you I will go in priorities for activities diagram. You create an activity diagram of the old flow and another with the new flow. You show both to your manager and you compare them. Normally your program will minimise steps inside the new flow. Then you can say that with less steps to manage there will be more money to earn for your manager and you at the end :)

Where's a good starting point for programming? [closed]

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I recently started looking at programming and have been quite interested in it. The only bad thing is that I don't know how code works, where I can write it, or what languages to take into consideration.
I want to learn how to make applications for the iOS operating system, and i heard Objective C is the language for that. Is Objective C something you would recommend to a beginner?
I just wish I could grasp the concept of programming a little better and get a better understanding because, as of right now, it seems extremely complicated.
As a beginning programmer, I would advise that you'd be better served learning how computers and programs work as a general concept, which will orient your thinking as to how programs are made.
I've heard lots of good things about the Haskell language in this regard, and I would recommend you start here: http://tryhaskell.org
Once you have a good concept of how programs work, and what kind of thinking and organisation is required, then you can move on to languages like C/Objective-C, which would be very frustrating to start on.

Which documentation package more actively maintained: NaturalDocs or RoboDoc? [closed]

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I am documenting a small itcl project. Due to shortcomings in itcl support in doxygen, and the fact that Ruff! does not support itcl, I am left with NaturalDocs and RoboDoc as the leading candidates. However, I don't want to pick an unsupported system, and was wondering which is going to be there in the long term?
What will be there in the long term? Who knows! It depends on how much people use it, really, as with all open source code systems. It should be noted that both the tools you refer to are really slow developing at this point: they do what they do and need little significant change to keep on doing it.
As far as I can see, ROBODoc requires that you do pretty much all the annotation work yourself, whereas NaturalDocs will derive a bit more for you. Not very much though; in particular, you will have to write plenty of annotations on things whichever route you use. (I've no particular experience with either though; I tend to prefer to maintain documentation in a separate file with something like doctools but that's a very different approach. I've also done nasty custom things in the past; you really don't want to use them.)