Jdellis6656 it depends on the type of game you want to make.
if you are just going to make 2D games, something slightly better than the minimum requirements will be enough.
for 3D you do need a better PC, but also depends on how much quality you will put into it, a ps1 graphics game doesn't need as much, while a quality game will require better hardware.
finally, what does matter is if you are going to make your own assets. for 2D pixel-art any pc will do. for something bigger like painted images, more memory is better.
and for 3D it also depends. simple 3D models can be made in any pc. sculpts WILL require a much more powerful PC, as well as PBR material making and cinematic rendering. but all of this takes a lot of work, specially for a solo dev.
so think of what games you are going to make, that will give you some minimum requirements. and THEN you can start looking around for some machine that fits your needs. don't fall into the 2048 terabytes of memory trap.
the godot minimum requiremens can be found here https://docs.godotengine.org/en/stable/about/system_requirements.html
CPU
Windows: x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv8 CPU Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite macOS: x86_64 or ARM CPU (Apple Silicon) Example: Intel Core 2 Duo SU9400, Apple M1 Linux: x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4
GPU
Forward+ rendering method: Integrated graphics with full Vulkan 1.0 support Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri) Mobile rendering method: Integrated graphics with full Vulkan 1.0 support Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri) Compatibility rendering method: Integrated graphics with full OpenGL 3.3 support Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)
RAM
Native editor: 4 GB Web editor: 8 GB
Storage
200 MB (used for the executable, project files and cache). Exporting projects requires downloading export templates separately (1.3 GB after installation).
Operating system
Native editor: Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016 Web editor: Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64
recommended:
CPU
Windows: x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite macOS: x86_64 or ARM CPU (Apple Silicon) Example: Intel Core i5-8500, Apple M1 Linux: x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking
GPU
Forward+ rendering method: Dedicated graphics with full Vulkan 1.2 support Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0) Mobile rendering method: Dedicated graphics with full Vulkan 1.2 support Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0) Compatibility rendering method: Dedicated graphics with full OpenGL 4.6 support Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)
RAM
Native editor: 8 GB Web editor: 12 GB
Storage
1.5 GB (used for the executable, project files, all export templates and cache)
Operating system
Native editor: Windows 10, macOS 10.15, Linux distribution released after 2020 Web editor: Latest version of Firefox, Chrome, Edge, Safari, Opera
as you can see, the requirements and even the recommended are very low, so most computers could handle a godot project. the rest depends on your game and how much it adds on top of it.