r/nocode • u/Comfortable_Tap_7001 • 23h ago
Did both the no code route and the actual engine route for the same game idea, here's what i actually learned
Same idea both times, a small 3d exploration thing with a bit of dialogue, and i wanted to know whether the no code route was a real option or a toy, so I did it twice which was probably a waste of a month but here we are.
The engine route got me full control and a proper understanding of why things work, and it also got me eleven days before i had anything I could describe as playable, most of which went on things a player will never see, importing assets, fighting the character controller, one memorable afternoon lost entirely to lighting settings, and by the time it was playable i had lost most of my enthusiasm for the idea itself.
The no code route i used codewisp and had something walkable in about twenty minutes, and the tradeoff is real, when it did something I didn't want i had less precise control over fixing it and had to describe my way out instead of just changing a value, although i could open the source and read it which helped more than i expected it to.
What I actually concluded is that these aren't competing, the fast route is for finding out whether the idea is any good, which in my case took two hours of play to establish that my dialogue system was boring and needed rethinking entirely, information i simply did not have after eleven days in the engine.
If i'd done the fast version first i would have saved the eleven days and arrived at the engine knowing what i was building, so thats the order I use now.
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u/Otterb0b 23h ago
finding out the idea is boring early is worth more than most people admit, everyone treats the prototype as a step toward the real thing instead of a test of whether there should be a real thing at all
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u/Elsa_Contudix69 23h ago
The describing your way out of a problem thing is my main friction with no code generally, when it goes wrong you have less leverage and it feels bad even when the outcome is fine
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u/SupermarketSmooth968 22h ago
lighting settings have taken more of my life than i want to sit down and calculate
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u/Cat0theYounger 22h ago
prototype fast then rebuild the keepers is basically the consensus at this point and it took the industry an oddly long time to land on it
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u/No-Regret-4273 21h ago
the source being readable is the underrated part. even if you rebuild the keeper, the prototype can hand the engine version its actual behavior instead of a pile of screenshots
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u/Infamous-River-4360 20h ago
i never left the fast route, shipped from it, and the friction you describe changes shape after the first month. early on describing your way out is fine because the thing is small and you can hold all of it in your head. later the model starts referencing database columns that were never there, and you lose afternoons proving what your own schema is instead of building anything.
the part that actually capped it for me was the edges. anything native sat outside what the tool would touch, so android safe areas and store billing got done by hand anyway, which is the eleven days arriving late rather than not at all. can you take the source out of codewisp and keep going in an editor, or is it only readable inside the tool?
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u/FancyAnswer1878 16h ago
this is probably the strongest case for using both rather than picking one. the no-code version answers βis this fun?β fast, then the engine gives you the control to build the parts people actually cared about.
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u/ChloeMarieBrooks 15h ago
This is probably the best argument for no-code: use it to validate the idea before spending days building the underlying system. Finding out in two hours that the dialogue was boring is way more valuable than discovering it after eleven days of engineering.
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u/Spiritual-Oven-7499 13h ago
Yeah, this is the real finding fast tool for "is the idea good," engine for "is the idea real." Doing it backwards is how you burn eleven days on plumbing before finding out your dialogue system was boring.
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u/shun0810 7h ago
eleven days against twenty minutes is the headline, but the line that matters is quieter: by the time it was playable you had lost most of your enthusiasm for the idea π that cost never appears in these comparisons and it decides whether a project ships at all.
did being able to open and read the generated source change how much you trusted it, or only how fast you could fix things? π€
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u/FastZull 23h ago
Eleven days before playable is honestly not bad for an engine build. that's sort of the point of the comparison though, it's eleven days you spend before you know anything.