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(+1)

based on what you've described, it sounds like you've mashed up more traditional model-driven design and Scratch, as a direct competitor to the blueprint/flowchart thing that Unity does. THAT IS SO INTERESTING PLEASE CONTINUE TO NERD OUT AT LENGTH OVER THIS IF YOU PLEASE THANK YOU :)

(+1)

Scratch is a bit similar, yeah. We tried to use higher level building blocks so that you have to use less of them.  As an example, here's all there is to the player controlled paddle in our Pong clone example:


So, it's a State Machine with two states: Reset and Playing. The initial / default state is Reset. In the Reset State, all it does is move the paddle instantly to its starting position and then change state to Playing. In Playing, there's just a single Move Action which follows the mouse continuously on the Y axis. That's it! Pretty simple.

You can definitely do more complex things. On another thread, I went through the Pursue state on the enemy NPC in our RPG example. That NPC has a pretty standard enemy AI. It normally patrols around a specific area. If the player comes within range, it switches to its Pursue state where it paths toward the player. Once it gets in melee range, it switches to the Attack state and keeps attacking the player. If the player moves out of melee range, it goes back to Pursue, and if they successfully run far enough away, it returns to patrolling. Pretty standard stuff and very easy to build in CAT.