I don't understand why everyone presses beginners to use libgdx so much. It's only useful when you need it. Nobody needs a wheelbarrow for a bottle of water.
After a while, I only switched to LibGDX because Java2D became too cumbersome for the professionality I was targeting: the drawing didn't always succeed anymore, the Volatile Image was proun to error, researching game loops became a slumber etc.
But that doesn't mean that Java2D isn't a good starting point. It's good to learn all those things. We first need to carry heavy weights before we realise what the wheelbarrow is for.
A lot of fun with your project Sralse! RPG's are fun to make, but they need a lot of preparation, hard-coding quests is not an option. It begins with a good architecture document if you ask me (school demands a few documents too I assume). Just find a few reviewers for the documents and you're golden (teachers are always available for reviewing documents).
I'll be hardcoding one quest since you know.. I have to get it working
But if I have time left, which I'll have, I'll (ofcourse) change that and many other things.
Yeah, I've abstractly documented the architecture in a document on our Dutch online school platform.
Thanks for letting me try Java2D, or at least not hammering on me for not using libgdx.
I'll do that if it's really nessecairy.
Many thanks for your advice and time!