IceBergyn
I know I've seen comments used to mute warnings in visual studio code recently, but I forget what the language was.
IceBergyn indented language that has a exeption when you use ;
Yes, making exceptions always causes problems. You can see that the authors of gdscript love several different languages -- it's python-like, but they use lua-style dictionary syntax, etc. So, anyone with a background in a similar language walks in and says, "What the heck is this about?" /shrug
IceBergyn Can you tell e what are you using nowadays ?
I'm tinkering in LÖVE again, but that's not going to do you any good -- your use-case is almost certainly not mine. The state of game development hasn't changed significantly in the last five years, as far as I can see, so all the high-level overviews you've seen already still apply, and nothing is anywhere near perfect.
If you just want to push a game out the door fast, you use unity. If nothing else, you can buy any components you need and just get it done.
If you have a team to support you, any of the C++ platforms can get you close to aaa level (unreal leaps to mind).
If you have a distaste for c-like languages (like me), you're relegated to the ghetto development platforms, and you just have to deal with being second-best (if that). [I'm being unnecessarily harsh there, but life is harsh.]
Godot's major advantages from my point of view are
1) It's progressing faster than anyone. (Well, it started farther behind than some, but it's got the momentum of a freight train now, so I don't see it slowing down.) Of course that means you get all the headaches of bleeding-edge software too -- bugs, broken compatibility, etc, so to extend the metaphor, it could go off the rails at any point.
2) It very much hits the sweet spot of ease of use versus capability, and it scales well from solo to small teams. I've seen that in practice, not just theory. It appeals to artists as well as to programmers, and I feel that art is more important than code in game development -- code-monkeys are a dime a dozen. (Yes, AI will change everything, but no one really knows how.)
3) It supports a wide swath of hard/software, but take that with a grain of salt. Nobody can support everything, and godot hasn't got as much manpower as the big names.
If you use godot, you've got two realistic choices: gdscript or c#. My crystal ball says that c# will rule... someday. At the moment, it's the red-headed step-child, and godot might not survive long enough for the transition to happen. Gdscript was written for godot -- it fits better for now.