08/22/25, Day 18 - a step back
I spent the entire first half of my day staring at code, moving back and forth between different scripts and trying to figure out what I did wrong. I got frustrated. We went out to spend some time with friends and when I got home with a fresh set of eyes, I sat down in front of Godot, looked at the five (5) item management scripts, and asked myself:
What the fuck am I doing?
I mean, like, I know what I'm trying to do. I know what I want to accomplish and the thing is that I've gotten so wrapped up in trying to set up systems that make later development easier. And that's great, I am one hundred percent on board with figuring the complicated shit out first so you don't have to go back and do it later. But when I really asked myself what I want this game to be as far as items go, I felt really, really stupid, because it's this:
Two collectable item variants, and an on-screen UI to track how many the player has picked up. That's it.
So, I come back to the question: what the fuck am I doing?
I'm positive I can set up what I want with a single script and probably less than 25 lines of code. It absolutely does not have to be as complicated a system as it is right now. I just want two animated sprites the player can pick up, and a number that will rise on the screen for each of them. These items don't even do anything, really. One of them is for lore purposes and the other is a type of currency, so what the fuck am I doing?
So I took the evening off. Drank some water. Played some Hollow Knight.
And tomorrow, I'll try again. I'll wipe the five (5) scripts and focus on what I need for the purposes of the game I am trying to build right now, not some super-complicated imaginary future game. This isn't hard. I know it isn't hard.
Tomorrow, I'll try again.