Project Anthros Progress Update | Devlog # 4


What I’ve Been Working On

  • Custom Signals & Interaction System
    Finally got my head around Godot’s signals! I set up a smooth flow where the player emits an interaction signal, which the InteractionManager catches and routes to the correct object based on its ID. No more spaghetti code — everything talks cleanly and modularly now.

  • Dynamic Interactable Objects
    Made my generators respond only when interacted with, with unique IDs like small_generator and medium_generator. The InteractionManager listens for interaction events and sends the right signals to each object. It’s like magic, but with code!

  • Basic UI Feedback
    Added some UI text updates when interacting with objects — for now, simple messages like “Beep beep! generator online!” to confirm actions. Baby steps toward a slick, immersive UI.

  • Debugging and Learning
    Spent time squashing bugs like double signal firing and figuring out how to cleanly manage the current object the player is interacting with. Learning to debug is half the battle!

Challenges Faced

  • Signals firing twice — turns out I had duplicate connections. Fixed that and felt like a God.

  • Understanding how to pass IDs and references between objects and managers was tricky at first.

  • Balancing between following tutorials and crafting my own systems took some mental gymnastics — but I’m proud I wrote my own interaction code today!

Next Up

  • Dive deeper into inventory management with signals for clean item transfer and storage.

  • Build out more interactable objects with unique behaviors.

  • Polish UI feedback and maybe start teasing crafting or resource systems.


Thanks for following along! Every little step forward counts, and I’m stoked to keep this momentum going 💪✨

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