Dev Log 36 – Mythic Pause

🧊 🌋 ❄️ ✈️ ⚔️ 9-Day Break: The Mythic Pause

A personal reflection and journal log

🌍 Icelandic Interlude: The First Real Break
I travelled to the beautiful country of Iceland — a land of glaciers, volcanoes, and mythic quiet. It felt like stepping into…


This content originally appeared on DEV Community and was authored by John

🧊 🌋 ❄️ ✈️ ⚔️ 9-Day Break: The Mythic Pause

A personal reflection and journal log

🌍 Icelandic Interlude: The First Real Break
I travelled to the beautiful country of Iceland — a land of glaciers, volcanoes, and mythic quiet. It felt like stepping into another world. My first real vacation, and it was everything I hoped for:

A slower, more intentional pace of life

Surprisingly delicious food (despite the warnings)

Friendly locals and a calm atmosphere, even with tourists

Expensive, yes — but worth every krona

After seven days of awe, I returned home and took two days to re-sync with reality. Then I reopened my survival engine project — and it felt like deciphering someone else’s code.

🧭 Reentry Ritual: Reforging Flow
I eased back in slowly, rekindling my dev rituals:

Reviewed commits and journal entries

Revisited ItemTooltipManager.cs and InventoryStateManager.cs

Verified tooltip accuracy and runtime truth

Rebound live item data and refreshed UI bindings

Reconnected with my discard ritual sabotage

🧨 Sabotage Discovered: False Discard Ritual
❌ Issue
Pressing the discard button triggered the use panel instead of purging the item.

Symptoms:

Use panel opened on discard

Item visually disappeared but wasn’t truly deleted

Discarded items reappeared after looting

🔧 Fixes Applied: The True Purge Path
Separated discard logic in ExecuteInventoryAction()

Removed "discard" from use panel logic

Added null guards and slot cleanup

Forged RemoveItem() in InventoryStateManager

Added RemoveItemByID() in PlayerInventoryManager

Called activeSlot.ClearSlot() to purge lingering UI

Verified resurrection trap → loot panel was rehydrating from ContainedAssets

Purged item from all sources

✅ Outcome: Ritual Sealed
Discard now fully deletes item across all systems

No false panel summons

No ghost sprites

No resurrection on loot

Console logs confirm true purge

🧪 Debug Tags

[Tenchu] 🗑️ Discarded item: {itemID}  
[Unicorn] 🧹 Removed item '{itemID}' from gear slot  
[Worm] 🧬 Removed item: {itemID} from live registry

🧤 Equip Ritual Reforged: The Hands Transfer Purge
❌ Issue
Equipped items were appearing in both the hands slot and the inventory — violating runtime truth.

Symptoms:

Item appeared in hands and inventory simultaneously

Unequipping duplicated the item

InventoryStateManager and gear slots retained stale references

🔧 Fixes Applied: The True Equip Path
Purged from InventoryStateManager → RemoveItem(itemID)

Purged from PlayerInventoryManager → RemoveItem(itemID)

Cleared from UI slot → slot.GetItem()?.ItemID == item.ItemID → slot.ClearSlot()

Injected into hands slot → GearSlotUI.RefreshSlotWithInventoryItem(item)

Verified equip flow in EquipInventoryItem() → All purges occur before injection

✅ Outcome: Ritual Sealed
Item now transfers cleanly from inventory to hands

No duplication on unequip

No ghost sprites or registry remnants

Console confirms full purge and equip

🧪 Debug Tags

[EquipManager] 🧼 Removed '{itemID}' from InventoryStateManager  
[EquipManager] 🧼 Removed '{itemID}' from PlayerInventoryManager  
[EquipManager] 🧹 Cleared inventory UI slot for '{itemID}'  
[EquipManager] 🧤 InventoryItem equipped to slot 'Hands' → {itemID}

📜 Relic Logged: The Hands Transfer Purge Ritual
Restores runtime truth by ensuring equipped items are fully purged from inventory systems before injection into hands.

🧠 Dev Mindset: From Fog to Flow
The first few hours felt like wandering through someone else's shrine. My keyboard was unfamiliar, my systems distant. But each debug tag was a breadcrumb. By the time I traced the discard sabotage, I was fully reawakened. The rituals returned. The myth resumed.

🧪 Test Rituals
Equipped item from slot 3 → verified removal from UI and registry

Unequipped item → confirmed reappearance in first free slot

Discarded item → confirmed no resurrection on loot

Attempted equip with no free slot → verified graceful failure

Rebound tooltip after contamination → confirmed live data accuracy

🧰 Ritual Hooks
ExecuteInventoryAction() → Entry point for discard and equip logic

RemoveItem() → Purges item from registry and gear slots

ClearSlot() → Wipes UI remnants

EquipInventoryItem() → Seals the hands transfer ritual

RefreshSlotWithInventoryItem() → Injects item into hands slot

📈 Impact
Enables true equip/unequip cycles

Prevents inventory overflow and ghost duplication

Strengthens tooltip accuracy and runtime clarity

Paves the way for equip swap fallback and slot registry automation

🧩 Open Threads
Tooltip overlay cleanup on unequip

Equip swap fallback logic

Slot registry automation

Ghost item detection on scene reload

🔮 Reflection & Reconnection
This return wasn’t just technical — it was emotional. I reconnected with my systems, my rituals, and my mythic mindset. I remembered why I build: to immortalize clarity, to ritualize resilience, and to seal every fix as a legacy relic.

🧩 Next Steps: The HUD Binding Ritual
Continue wiring function logic to HUD and inventory buttons

Polish tooltip overlays and contamination indicators

Expand systems: battle logic, equip swap fallback, slot registry automation

Revisit vector purification and overlay controller cleanup

Slowly but surely the progress will continue.


This content originally appeared on DEV Community and was authored by John


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John | Sciencx (2025-11-08T16:28:46+00:00) Dev Log 36 – Mythic Pause. Retrieved from https://www.scien.cx/2025/11/08/dev-log-36-mythic-pause/

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