pocchi @pocchistudio.com · 29/09/2026lmao if a senior C# dev sees this in a PR I'd probably get slapped 020
pocchi @pocchistudio.com · 29/09/2026i wonder if I'm the only programmer in the world who wants an implies operator. i don't know of a language that has it but I keep running into this pattern and everytime my brain freezes like i'm back in boolean algebra 101 yeah ik its redundant but like who cares 330
pocchi @pocchistudio.com · 31/08/2026me: time to start implementing the letter system for lore and flavor texts, should just be simple text dumps me 3 hours later: 190
pocchi @pocchistudio.com · 27/08/2026the pains of trying to fit Chinese characters (traditional, no less) in a 16x16 pixel grid. i wonder if chinese pixel artists have some secret technique 1100
pocchi @pocchistudio.com · 19/08/2026after 5 years of botching character heights I finally started using height markers also aseprite PLEASE add built-in guidelines i beg you 190
pocchi @pocchistudio.com · 09/08/2026i wonder how many people would actually have cared if i just left them as these magical jump orbs placeholder. probably not enough to be worth the hours I spent trying to come up with an alternative. but i guess that's just how i am 270
pocchi @pocchistudio.com · 09/08/2026i spent way too much time trying to come up with a setting-appropriate design for these double jump platforms only to end up with the usual collapsible platform... 1171
pocchi @pocchistudio.com · 08/08/2026more hi-res pixel art practice, featuring Iruruu and the precious Qing Lotus seal. look at how proud she is to have it. it would be a shame if she were to lose it for plot reasons... >:) 1152
pocchi @pocchistudio.com · 07/08/2026i spend way too much time agonizing over grid alignment when making decoration tiles like sometimes you save more space if you align it to the gridlines and sometimes you don't and sometimes it just doesn't feel right AAAAAAAAAAAAAAAAAAA 061
pocchi @pocchistudio.com · 04/08/2026godot's scene thumbnail actually showing something useful instead of a random grey pixel took me by surprise lmao 060
pocchi @pocchistudio.com · 02/08/2026hi-res pixel art study #2 I figured I'd do a different character for practice. Turned out a bit tougher cuz of sharper lines but still manageable. the complete lack of references is probably the tougher part LMAO maybe pixel art + ikemen is too niche 091
pocchi @pocchistudio.com · 01/08/2026i just LOVE spending hours fixing a release pipeline that I run once a year and can already do locally in 5 minutes 070
pocchi @pocchistudio.com · 01/08/2026hi-res pixel art study is that the correct term for this? whatever its called, now that I'm trying it it's super fun. I get to draw larger characters without getting hung up on minor details like you do with normal digital art. 2222
pocchi @pocchistudio.com · 30/07/2026I was genuinely considering doing something like this if I hadn't known lmao 1211
pocchi @pocchistudio.com · 30/07/2026just found out today that aseprite has a thing called reference layers where you can superimpose images without it being pixelated this works so much better than just resizing hand-drawn sketches in aseprite where you lose a lot of small details 2564
pocchi @pocchistudio.com · 14/07/2026wowie 5k wishlists... another excuse to waste time drawing for fun instead of finishing the game XD 4352
pocchi @pocchistudio.com · 11/07/2026ok so first i got the dumb idea to have my metroivania locks-and-keys™ be firecracker bombs because i like explosions and then i got the funny idea to make the explosion actually have a hitbox 2413
pocchi @pocchistudio.com · 09/07/2026I'm re-introducing platforming as an exploration mechanic. I've gone back and forth in the past whether or not to do platforming, but after implementing wall-jump and ledge climb, I think it's worth another shot 2150
pocchi @pocchistudio.com · 22/06/2026you can't have a sekiro-like without a little bit of drinking 2162
pocchi @pocchistudio.com · 20/06/2026I guess there IS one gameplay purpose in my case, it's a hint that you should perform a guard counter instead of a deflect, to prevent knockback and keep up the aggression. 3183
pocchi @pocchistudio.com · 19/06/2026doesn't serve much gameplay purpose, but I think these extra flairs are important for games where all you do is deflect. both Sekiro AND Nightreign have unique animation when deflecting strong attacks, and I think it adds a lot to the gamefeel 2110
pocchi @pocchistudio.com · 13/06/2026bandits from the Yunnan region this time. much easier to design and work with. I guess there's a reason bandits are a staple for any historical stuff. as usually i fudged the proportions and everyone looked a bit small relative to iruruu, but oh well ill fix that later 070
pocchi @pocchistudio.com · 02/06/2026I basically had a script that uses collision shapes to map out shards of the main sprite, and when broken it'll use them to create multiple piece nodes via an AtlasTexture of the original sprite. I think having a pixel viewport and applying some light physics helps sell the effect a lot. 1110
pocchi @pocchistudio.com · 02/06/2026wasnt gonna implement breakable props as I thought it'd be too much effort to draw individual shards for every single props, but turned out generating them from an atlas of the base sprite programmatically doesn't look half bad 6945
pocchi @pocchistudio.com · 07/04/2026here's the real reason I added guard counters: element catching (I need a better name) attacks with elemental/status damage that would otherwise chip and proc can be 'caught' with a guard counter and imbued into your sword, which protects you from further status damage. 3302
pocchi @pocchistudio.com · 03/04/2026guard counter! unlike a deflect, there's a slight delay before the active frame, so it's a bit harder to pull off. 4394
pocchi @pocchistudio.com · 01/03/2026been spending some time creating drafts of the next area to see what i like ...I say "draft" but they'll probably remain in this state for the next year and a half xD 2213
pocchi @pocchistudio.com · 09/01/2026after lots of playtesting I realize why Sekiro and AC6 put posture in the middle, as high-pressure combat really doesn't let you peel your eyes from the fight for even a second. it's even more important now that I've added the disarm mechanic. BUT a centered UI element looks weird in a 2D game 4241
pocchi @pocchistudio.com · 01/01/2026im a little late but, HAPPY NEW YEAR!!!! xD since it's the year of the horse I figure I'd draw young Iruruu when she still had her horse and bow back in Xinjiang 0201
pocchi @pocchistudio.com · 22/12/2025That said, this approach is only useful for games where combat has many branching paths. If there's no parries or counters, that occur regularly, it's likely overkill. However, in a deflection-focused game, a single combat event can have like 10+ results, so it helps to have a pure data flow. 050
pocchi @pocchistudio.com · 22/12/2025The main advantage of this approach is (1) everything related to how combat is done is just a series of reducers and mappers, so debugging is much easier. There's no state I need to keep track of. (2) unit testing is dead simple. I can mock any struct as input and just check the output. 130
pocchi @pocchistudio.com · 22/12/2025Haha I actually love discussing technical stuff so I'm more than happy to go into details! I'm using Godot 4 with C#. (I actually had this flowchart a long time ago to help myself visualize the whole flow) 331
pocchi @pocchistudio.com · 20/12/2025i've been obsessed with cauters as a healing mechanic for a while, so I got this idea that, once you've depleted your main healing item, your sword will heat up from deflections and can be used as a make-shift cauter for a small amount of healing 3456
pocchi @pocchistudio.com · 19/12/2025made a new character sheet for Iruruu to help with the updated steam capsule with the background and story mostly set in stone I swear this is the final redesign and I'm moving on to other characters now xDD 0192