Posted November 21, 2025 by bossmanBforT
#godot #rpg #ui #pixel art #blog #post #game dev #gamedev #gdscript #sidescroller
Hey adventurers and code goblins! 👋
Day 2 of actually writing these devlogs instead of just thinking “yeah I’ll do it tomorrow”. Let’s goooo!
Today I finally tamed the smithing menu beast. We went from “haha funny prototype that kinda works” to “this is a real, scalable game feature now” and I’m honestly pretty proud of it.
First off: the architecture got a full adult upgrade. I took that one giant SmithMenu.gd that was doing everything (and suffering) and split it into proper, maintainable pieces:
Behold, the new royal family of smithing features:
after
The Modify tab is where the magic actually happens now:
Drop your equipable in Slot 1 → it locks in place Drop a material stack in Slot 2 → spam “Modify” like you’re speedrunning loot Every click eats exactly one material and applies the modifier UI stays open so you can keep going until the stack is gone or your sword is stupid strong
Also added the polish I should’ve done from the start:
Next on the chopping block: actual random modifier rolling that hooks straight into the PlayerManager when you equip the item. Tomorrow we add the real gambling – stats will roll live and your character will feel it instantly. Pray to RNGesus.
Still debating how many cursed modifiers I’m allowed to sneak in before it’s considered a war crime.
That’s it for today! Short, sweet, and full of violence against bad code.
Tomorrow: probably adding modifiers so cursed your sword files a restraining order.
See you in the next one~ ✌️ (Now back to pretending I know what I’m doing)