A daily devlog documenting my journey building a turn-based RPG, with many other elements mixed in for fun, in Godot
GameManager
singleton, enabling item tracking across scenes.GridContainer
, instanced via a PackedScene
, and updated dynamically based on inventory contents.Tree.cs
and Boulder.cs
scripts, allowing players to collect wood and stone via interaction.Input.IsActionJustPressed()
and UI visibility logic.InventoryUI
scene hierarchy so toggling works correctly.Input.IsActionJustPressed()
was firing continuously due to logic conflicts and input edge cases.CanvasLayer
children were unaffected by .Visible = false
on their parent, requiring a scene hierarchy restructure to allow toggling.[Export]
value (Speed
) being unintentionally set to zero via the Inspector.CanvasLayer
+ ColorRect
to simulate lighting changes over time.This was a huge systems-focused day. Between building interactive resource nodes and wiring up a dynamic inventory with real-time UI, the world began to feel functional and responsive. Debugging UI visibility and input edge cases was frustrating at times, but each issue solved led to tighter control over my project structure. Gathering wood and stone, watching the inventory update, and seeing those systems finally “click” was incredibly satisfying. The game now has the foundational loop of explore → gather → grow—and that feels amazing.