A daily devlog documenting my journey building a turn-based RPG, with many other elements mixed in for fun, in Godot
GameManager.ActiveChest
, allowing UI to check proximity cleanly without hard dependencies.InventorySlot
to use the global chest reference and safely verify PlayerInRange
before triggering transfers.CallDeferred()
, resolving a crash caused by UI updating during active signal chains.{ get; set; }
automates encapsulation and private field management.Today was a humbling reminder that what seems like a simple feature on paper—chest inventory—can unravel into a web of interconnected systems, timing issues, and architectural decisions. I started the day expecting to breeze through chest functionality, but a series of frustrating crashes quickly forced me to slow down and look under the hood of Godot’s signal system. What started as a UI task became a deep dive into CallDeferred(), scene tree stability, and understanding exactly when it’s safe to manipulate the game world. Debugging that issue took hours of poking, reading, testing, and trusting that the solution was there if I just stayed persistent.
And I’m glad I did. Solving that crash didn’t just fix a bug—it taught me how Godot thinks, how to cooperate with its frame lifecycle, and how to protect my systems from issues I hadn’t even considered before. Then, diving into C# auto-properties felt like discovering a secret cheat code for writing cleaner, smarter code. It was one of those rare moments where syntax, understanding, and confidence all clicked into place.
By the end of it all, I felt exhausted—but proud. I didn’t just build a chest inventory system. I built something modular, intuitive, and technically sound. The kind of system I can build upon later, not patchwork my way through. And most importantly, I walked away with a better understanding of how to future-proof my code. Tomorrow, crafting begins. But today? Today, I leveled up.