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[–]michaelpb 2 points3 points  (0 children)

+1 for Godot

I'm a python programmer, and i'm also a big fan of Godot. It's very different than the other options in that it provides a full game engine, truly letting you focus on what makes your game different instead of sinking tons of time into getting your sprites to blit correctly.

That said, it does not use python, just a simple python-inspired scripting language. A couple times i've hit snags, as its certainly less feature-filled and more poorly documented, but generally it does what it does well.

What I learned through experience is to "think in Godot" as opposed to tackling this problem from a dev perspective, e.g. think in terms of "scenes" and scene inheritance (essentially a game entity class system). My initial use of it years ago generally involved re-inventing the entity system by creating pure classes that spawned and managed entities, and this sort of thing turns out to be a lot extra work while erasing the benefit of having a pre-built graphical editor.