A daily devlog documenting my journey building a turn-based RPG, with many other elements mixed in for fun, in Godot
Area2D
and player input. The player can now move between exterior and interior scenes.SceneData.cs
to persist game state between scenes, currently tracking the active spawn point.Node2D
marker whose name is stored in SceneData
.Area2D
and prompt labels. The UI now shows a contextual message when the player is in range.PlayerInRange
and smart message prompts.Node not found
issue while referencing the HUD label for prompts; solved it by restructuring the node path and verifying the scene tree hierarchy.SceneData
as if it were a static class, resulting in a “cannot access non-static field” error. Resolved this by referencing the autoload instance directly via /root/SceneData
.Workbench
scene and interaction logic using the same Area2D
framework.CanvasLayer
+ ColorRect
to simulate lighting changes.SceneData
or a new autoload singleton.This was my most productive day so far. Getting scenes to transition smoothly and setting up spawn logic made the world feel interconnected. The autoload system is proving invaluable—I can already see how it will support more advanced features like inventory and persistent health. Even though the tile animation didn’t work out, I know exactly what to revisit when polish time comes around. The framework is really taking shape, and it feels awesome to see progress stack so tangibly.