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 16 — The Crafting System, UI, and Icons (June 11, 2025)


Progress Made


Challenges


Next Steps


Reflection

Today was a huge step forward in both system building and pure development skill. This was one of the first true “deep debugging” sessions that reflects real-world game dev — complex systems interacting across UI, data management, scene hierarchies, and runtime behavior. What looked like a simple display bug actually ended up being a masterclass in Godot 4 C# UI layout mechanics, size flags, deferred population, and scene tree initialization.

The best part is: the solution wasn’t a hack or a band-aid. It’s been solved properly — the architecture remains clean, maintainable, and fully scalable for what comes next. Every hour spent fixing this means fewer hours spent down the road fighting scene tree issues when adding merchants, shrines, loot drops, or inventory windows.

And — even better — everything has been properly pushed to Git, fully versioned, and ready for tomorrow’s expansion. The core crafting system is now fully functioning, dynamically populated, and displays recipe icons, tooltips, flavor text, and dynamic lists correctly. This represents a very real milestone in the vertical slice of the RPG system as a whole.

I’m also proud of how far my sprite drawing skills are coming along. They aren’t perfect, but for an amateur, I’d say they’re quite impressive.

Today was about more than coding — today was about system mastery.