Age of Empires 2 Scenario Editor Is Turing Complete
ecc-comp.blogspot.com
ecc-comp.blogspot.com
Rationale is simple: game designers will ALWAYS find ways to use the system in the most insanely complicated way, and it's far easier to debug and fix things in a normal programming language rather than another system full of ad-hoc conditions, weird triggers, global variables and other complexity that starts small but always snowballs throughout development.
Give them this nice graphical scripting mechanism on one tab.
In another tab, give them a small IDE labelled "RESULTING PYTHON CODE"
The thing is, unless you're experienced engine development team that has a good track record of creating one of the best engines on the planet, don't expect to create something as good as Blueprints.
There are many tools that come close (graphical GUI designers come to mind) by not actually giving you resulting code, but letting you write code separately that interfaces with the graphically designed parts in a well-defined way.
Id buy that for a dollar
I recall programming a scenario for AoE2 and becoming increasingly interested in finding the 'boundary' for the most complex stuff (that would still somewhat fit into the design of the scenario I was building).
I also remember using an assisted tool to 'erase' the names of the Triggers in the interface so people couldn't "steal" my scenario. The dumb idiot then lost the version with the Trigger names and now no-one can edit it, at least not with human effort
The scenario is pretty cool though, so at least I still have a playable version to show for it and last I checked it worked in the Steam version of AoE2
On the other hand I don't think I'd ever have actually done any scripting in those days if I didn't have the ability to tinker about with a UI too (same applies to programming in general: it all started with drag and drop coding in Delphi for me).
I can't help but see a similar pattern in my increasing use of functional languages or approaches: While I wish the world of programming was more functional, to the point where I'm willing to give up some lucrative work so I can avoid the alternatives, I also feel that when I was a beginner the OO approach was much more accessible and did a better job at 'pulling me in' as a proper programmer.
If I wanted to do something, well, here's the keyword or pattern. No need to understand functions-as-variables, map/filter/etc. (let alone reduce and recursion).
The only scenarios i ended up playing were things like 500 villagers vs 10 elephants and stupid stuff like that
In fact, simulating Conway's Game of Life (or Rule 110) in a system is often used as a proof that the system is Turing-complete.