I've been toying with playmaker (a visual state machine) for while now and I'm still not quite sure what to think of it. On one hand it can make things incredibly easy, on the other hand it can be a huge pain in the ass to get things done.
Let's take one of the easier examples: a simple door.
Ingame door, developer art :).
All the basic FSM tutorials consist of the same basic parts: a door, a trigger and a set of animations to open/close the door. Of course you could also code the opening/closing animation... I deal with that later. Let's take a look at the FSM for this door (not as basic, though).
Even in this image there's trouble ahead.
The tutorials get along with four states: closed, opening, open, closing. When the state is closed the FSM listens to the trigger and when it is fired it goes to "opening". The "opening" state simply plays the animation and continues to the "open" state. The open state then listens for the trigger and if fired goes to" closing". Viola.
The problem is that in my case I have some more conditions to check and I want to paste some initial values as well. A door can be open, closed or locked. Additionally, if the door is open, it should test if the should stay open, and if the door is looked which key is required.
The FSM above could be done in a way better organized way, but this is the very first working draft...
...and to be honest, will be replaced by code.
I find a strange attraction in the thought to be able to do things visually and it's always worth a try, but at some point one has to admit that it would be easier to just code it the darn thing. The FSM works great, but it took me a good while to get my head into it - and there we have the result of years of coding: I have an idea how to code this right from "I need a door" and for me it is a lot of work to leave this path and break things down into parts I can built as FSM. This time the FSM lost, it may win next time.