Devblog #10: The Elemental Quartet Is Done (Mechanically) + Inventory Finally Got Strict


Hey adventurers and code goblins! đź‘‹

Day 9 of actually writing these instead of just thinking “yeah tomorrow”. Let’s goooo!

Today the elemental family is officially complete on the code side. All four swords now have their full mechanics live:

  • Frost → freezes enemies solid, +100% damage taken, icy visuals in place

  • Lightning → chains with yellow numbers (already pretty)


  • Poison → infinite stacking DoT, green numbers go brrrr
  • Fire → stacking burn (max 10), enemies explode on death for AoE (yes, it’s going to be mayhem)

Note: Fire and Poison still have zero visual effects on the enemies themselves. Right now you just see the damage numbers. 

Bonus victory that’s been haunting me forever:

I finally weaponized the strict ItemData inheritance system we built way back in Devblog #1/#2. Inventory + forge slots are now 100% type-safe:

  • Equipables, Materials, Consumables, Currencies → all properly filtered everywhere
  • Stacking, tooltips, and forge logic now check the actual resource type instead of praying
  • The game finally feels like it has rules and enforces them

Next on the chopping block (tomorrow, no excuses):

  • Start actually looking at the terrifying 0.0.06 to-do mountain

That’s it for today! Short, sweet, and full of violence against unbalanced enemies.

Tomorrow: everything finally looks as deadly as it actually is.

See you in the next one~ ✌️

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