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    <title>Devlog · PewRun</title>
    <link>https://pewrun.com/pt/blog</link>
    <description>O Dodz conta como está fazendo o PewRun, um run and gun sombrio e desenhado à mão: design, arte, código, som e as ferramentas de IA por trás deles.</description>
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    <lastBuildDate>Sun, 08 Nov 2026 07:13:39 GMT</lastBuildDate>
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      <title>A sarjeta está molhada</title>
      <link>https://pewrun.com/pt/blog/the-gutter-is-wet</link>
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      <pubDate>Sun, 08 Nov 2026 07:13:39 GMT</pubDate>
      <dc:creator>Dodz</dc:creator>
      <category>fases</category>
      <category>iluminação</category>
      <category>água</category>
      <description>O primeiro trecho de verdade do Capítulo 1: sete camadas de profundidade, luzes pintadas que viram luz de verdade, água que reflete a tela e uma chuva fraca.</description>
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      <title>Pew pew, em oito direções</title>
      <link>https://pewrun.com/pt/blog/pew-pew-eight-directions</link>
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      <pubDate>Sun, 08 Nov 2026 06:05:43 GMT</pubDate>
      <dc:creator>Dodz</dc:creator>
      <category>tiro</category>
      <category>armas</category>
      <description>Mira, armas como dados, tiros que nunca atravessam paredes e um script que acha a ponta do blaster em cada quadro.</description>
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      <title>Fazendo um ET pequeno ser gostoso de controlar</title>
      <link>https://pewrun.com/pt/blog/making-a-tiny-alien-feel-good</link>
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      <pubDate>Sun, 08 Nov 2026 05:50:59 GMT</pubDate>
      <dc:creator>Dodz</dc:creator>
      <category>movimento</category>
      <category>game feel</category>
      <description>Coyote time, buffer de pulo, um dash com uma carga no ar e agarrar bordas: os números por trás do movimento do Pew.</description>
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      <title>Nove folhas, dezoito animações</title>
      <link>https://pewrun.com/pt/blog/nine-sheets-eighteen-animations</link>
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      <pubDate>Sun, 08 Nov 2026 05:38:20 GMT</pubDate>
      <dc:creator>Dodz</dc:creator>
      <category>animação</category>
      <category>pipeline</category>
      <description>Como os sprites do Pew saíram de folhas geradas e viraram um atlas organizado no Godot, e por que a corrida levou sete tentativas.</description>
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      <title>Uma tela inicial na chuva</title>
      <link>https://pewrun.com/pt/blog/a-title-screen-in-the-rain</link>
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      <pubDate>Sun, 08 Nov 2026 04:56:57 GMT</pubDate>
      <dc:creator>Dodz</dc:creator>
      <category>godot</category>
      <category>shaders</category>
      <category>áudio</category>
      <description>A primeira coisa rodando no Godot: um fundo com reflexo de verdade na água, chuva em camadas e o Pew piscando e atirando de dentro do logo.</description>
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      <title>Ensinando uma IA a desenhar o Pew</title>
      <link>https://pewrun.com/pt/blog/teaching-ai-to-draw-pew</link>
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      <pubDate>Sun, 08 Nov 2026 04:30:00 GMT</pubDate>
      <dc:creator>Dodz</dc:creator>
      <category>arte</category>
      <category>ia</category>
      <description>Terceira mão, antenas, olhos brancos e um céu dentro do esgoto: o que deu errado na arte gerada e as regras que resolveram.</description>
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      <title>Conheça o Pew</title>
      <link>https://pewrun.com/pt/blog/meet-pew</link>
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      <pubDate>Sun, 08 Nov 2026 04:10:45 GMT</pubDate>
      <dc:creator>Dodz</dc:creator>
      <category>design</category>
      <category>gdd</category>
      <description>Um pequeno ET verde de moletom, uma Nova York chuvosa e um documento de design: como o PewRun começou.</description>
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