Dev blog #2: The Smith Menu Finally Works (And Didn’t Explode... Yet)
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:
- SmithMenuController: the boss that handles grids, tabs, audio, and locking everything down during animations
- ForgeMergeTab: dedicated merge-two-equips logic
- ForgeModifyTab: the new “feed materials to your weapon” zone
Behold, the new royal family of smithing features:
- Two completely separate inventory grids living in perfect harmony → Top grid: ONLY equipable items (no junk allowed) → Bottom grid: materials ONLY (ores, scales, whatever)
- before

- Two proper tab containers! → Tab 1: Merge Equips (the classic sacrifice-one-to-buff-another) → Tab 2: MODIFY TAB – the new hotness
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:
- Strict type filtering (no more nonsense items)
- Clear error text that actually tells you what’s wrong
- Shake animation when you mess up (the UI judges you)
- Full input lock during animations – no item dupes on my watch
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)
BOUND FOR TIDES
| Status | Prototype |
| Author | bossmanBforT |
| Genre | Fighting, Action, Role Playing |
| Tags | 2D, Beat 'em up, Side Scroller, Singleplayer |
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