Devlog

Notes from the gutter

I'm Dodz, and I'm making PewRun. This is where I write down how it is going: what worked, what broke, and how I use AI along the way, without hiding it.

Latest3 min read

The gutter is wet

The first real stretch of Chapter 1: seven layers of depth, painted lights turned into real ones, water that reflects the screen and a light rain.

  • #levels
  • #lighting
  • #water

2 min read

Pew pew, in eight directions

Aiming, weapons as data, bolts that never skip through walls and a script that finds the tip of the blaster in every frame.

  • #shooting
  • #weapons

2 min read

Making a tiny alien feel good

Coyote time, jump buffering, a dash with one air charge and ledge grabs: the numbers behind Pew's movement.

  • #movement
  • #game-feel

2 min read

Nine sheets, eighteen animations

How Pew's sprites went from generated sheets to one tidy atlas in Godot, and why the run cycle took seven tries.

  • #animation
  • #pipeline

2 min read

A title screen in the rain

The first thing running in Godot: a backdrop with real water reflections, layered rain, and Pew blinking and firing from inside the logo.

  • #godot
  • #shaders
  • #audio

2 min read

Teaching an AI to draw Pew

Third hands, antennae, white eyes and a sky inside a sewer: what went wrong with the generated art, and the rules that fixed it.

  • #art
  • #ai

2 min read

Meet Pew

A tiny green alien in a hoodie, a rainy New York and one design document: how PewRun started.

  • #design
  • #gdd