WhileIterating's game – Devlog

A daily devlog documenting my journey building a turn-based RPG, with many other elements mixed in for fun, in Godot


Project maintained by Brhando Hosted on GitHub Pages — Theme by mattgraham

⚔️ Day 11 Centralization, Combat Creation, and a New Dungeon UI – June 2, 2025

Progress Made

Challenges

Next Steps

Reflection

Today marked the moment everything clicked. After refactoring my entire combat flow into the CombatManager, I no longer needed to juggle logic across scattered scripts—everything finally feels centralized, coherent, and scalable. It was deeply satisfying to press a skill button, see the animation play, and watch my custom-designed enemy sprites react with damage and hurt feedback.

The prayer system felt especially rewarding to see functioning correctly—it’s one of the most thematic pieces of the design and really represents the kind of layered, strategic combat I want to build this game around. Getting the button UI to reflect dynamic skills based on the weapon-class relationship added to that immersion.

I hit a few snags—like the End Turn button logic and some silent stamina failures—but they were all easy fixes once I stopped and thought through them. I now have a battle system that feels alive, and that’s no small feat. With this in place, the game’s foundation is solid enough to grow from. The fun part is just beginning.