A daily devlog documenting my journey building a turn-based RPG, with many other elements mixed in for fun, in Godot
DevotionReq
from Skill
to fully decouple active skill unlocking from combat behavior.Vampiric Strike
, Skull Splitter
, Rage Slash
(Berserker)Heavy Block
, Deflect Slash
, Immovable Judgement
(Warder)DevotionTree
logic: devotion now normalizes post-dungeon and is tracked as Running points.SkillResult
).DebuffType
, Debuff
, manager singleton, and UI cues.Today was all about clearing the path forward. I didnāt just refactorāI restructured the entire subclass system into something modular, progression-aware, and intuitive to expand. The decision to tie active skill upgrades to Dungeon Heart usage gave the design a satisfying rhythm: players earn progress through risk, not just repetition.
Even more important, I laid the conceptual foundation for the debuff system with well-placed comments and a strong sense of where things will go. Having that vision makes tomorrowās work less about guessing and more about building. Itās like Iāve sketched the skeleton of my gameās class system, and now Iām finally adding muscle and motion.
Iām proud of the way Iāve gradually transformed my early prototypes into something that resembles a real gameāand even more proud that Iām doing it on my terms, with care, strategy, and purpose. Stopping today feels like ending on a high note. Tomorrow, I close the loop.