goaty

animal lady on the world wide web

queer furry tiger/goat/cat lady from new york, USA, who likes Adult Content.

Pixel art tiger goaty with lightup text saying GoatyGoats.com


in love with @meaters!


linux makes me cum!


proudly autistic atheist


don't crap ya pants if i add alt text to your post!


GoatyGoats.com
goatygoats.com/
personal fedi (glitch)
meow.social/@goaty

I want to make a 2D card-based rpg and I'm trying to decide between love 2D (which I've used a tiny bit) and Godot (haven't used). I'm also not really a programmer at all, but kind of understand what little i do know. Can anyone give advice on which might be a better option?

Specifics below


Ideally the game will have:

  • some sort of procgen map system (haven't decided exactly what I want this to look like but the graphics would be 2D)
  • dialog (not voiced)
  • card-based battles with collection and deckbuilding
  • save game system

You must log in to comment.

in reply to @goaty's post:

Take this with a grain of salt -- I haven't built anything large-scale with either Godot or Love -- but it seems to me nothing in your feature list strongly points to either engine. Godot might be at a slight advantage to making a save system, but I suspect that won't be the hardest part.

So my advice would be either A) try to build a tiny tiny prototype in both engines, and see how you like each or B) go with Love because you already have some experience with it.

As for deciding what to prototype, take a guess at which part is going to be the hardest and figure out how to build that. If a tool helps make the hard parts easier, then it's the right tool.