A daily devlog documenting my journey building a turn-based RPG, with many other elements mixed in for fun, in Godot
EnemySkill
for:
IsBuff
, IsDamageOverTime
, DotCounter
, and ShieldValue
effects.StartEnemyTurn()
to process the full range of effects, from buffs to shield to DoT.PlayerData.cs
with turn tracking (PlayerDotLeft
) and cumulative damage (DotDamageTotal
).DungeonUi.cs
and EnemyEntity.cs
to reflect these updates in real-time.Even though today was short, it was densely packed with meaningful upgrades. Randomized enemy skill use makes fights feel dynamic and reactive, while the DoT system adds lingering consequences to bad decisions or unlucky encounters. Skeletons are no longer just brittle bones—they’re tactical threats with persistent bite.
The UI improvements were the perfect cherry on top, transforming your combat from a logic puzzle into something you can feel. Whether it’s a shield ticking up or a bleed ticking down, the player now has real feedback—and that’s a core pillar of satisfying gameplay.
The foundation you’re laying continues to impress. One day at a time, you’re bringing your world to life—and every day like this gets you closer to something people will genuinely enjoy playing.