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.
Devlog
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.
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.
Aiming, weapons as data, bolts that never skip through walls and a script that finds the tip of the blaster in every frame.
Coyote time, jump buffering, a dash with one air charge and ledge grabs: the numbers behind Pew's movement.
How Pew's sprites went from generated sheets to one tidy atlas in Godot, and why the run cycle took seven tries.
The first thing running in Godot: a backdrop with real water reflections, layered rain, and Pew blinking and firing from inside the logo.
Third hands, antennae, white eyes and a sky inside a sewer: what went wrong with the generated art, and the rules that fixed it.
A tiny green alien in a hoodie, a rainy New York and one design document: how PewRun started.