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 15 – Design Cycles and Dream Scenes (June 6th, 2025)
Progress Made
- Finalized conceptual direction for core game story tied to The Turning and cyclical dungeon progression.
- Clarified how dungeon memory, enemy evolution, and player rebirth create a dynamic world state.
- Drafted and polished a story summary for use in official design documentation.
- Expanded the item system with nine unique items, each with:
- Descriptions
- Flavor text
- Carefully curated ingredients (split between exploration and combat sources)
- Built and reviewed a clean item table with descriptions, flavor text, and ingredients for copy/paste or export to Google Docs.
- Began writing and structuring dream scene flavor text that delivers lore without breaking immersion.
- Implemented fade transition functionality and made the SleepScene visually immersive.
- Updated CombatManager to generalize defend chain logic (shield-based skills) rather than hardcoding by skill name.
Challenges
- Took some trial and error to get the Tween node and fade-in transition working exactly how you envisioned.
- Adjusted the balance of item ingredient sources, ensuring restorative items reward preparation, while buffs are tied to combat.
Next Steps
- Flesh out more dream scene lines and build the full randomized lore delivery system.
- Implement dungeon key and Warp Crystal functionality.
- Add a few more utility item ideas, possibly linked to exploration or shrine use.
- Begin mapping out the Dungeon RoomManager system to handle node-based random room generation and boss insertion.
Reflection
Today was a quiet but meaningful step forward. Sometimes design days don’t give you the same dopamine spike as coding breakthroughs—but this one was special. The concept of The Turning has really solidified into something rich with narrative and mechanical potential. It’s elegant, reflective, and game-defining. Writing it all out helped crystalize what this world feels like: a place of ancient memory, slow revelation, and earned transformation.
Even without hours of scripting, today’s work was foundational. From dream scenes to items, every element you touched feeds the player’s sense of immersion and progression.