Devblog #12: I Snapped (And the 124-Frame Player Sheet Is Dead "NO MORE")


Hey adventurers and code goblins! đź‘‹

Day 11 of actually writing these instead of just thinking “yeah tomorrow”. Let’s goooo!

Today there is exactly zero new code, zero new mechanics, zero bug fixes.

Instead, I had a full-on mental breakdown in Aseprite while trying to fix a single attack animation on my 124-frame player sheet. Zoomed in on one pixel that was ruining my life, and finally admitted the truth:

I can’t get curves or postures to look great without spending literal weeks, and even then it still feels stiff and janky. I hate hand-drawing every single frame. I hate the hours. I hate the inconsistency. I hate that it still looks off after all that pain.

So I’m nuking it.

The entire 124-frame pixel-art player sheet is officially dead. Gone. Deleted. Sent to the shadow realm with no funeral.

Starting right now, the player becomes one clean high-res base sprite + proper 2D skeletal animation using Godot’s Skeleton2D + AnimationPlayer rig.

Why this is actually the best decision I’ve made in months:

  • One base sprite instead of 124 micro-nightmares
  • Smooth 8-direction movement, perfect attack wind-ups, and idle breathing in 10% of the time
  • Easy weapon swapping, armor overlays, elemental glows layered on top
  • Need to fix a pose? Move a bone. Not redraw 8 frames by hand.
  • Future characters or outfits? Just slap new textures on the same rig. No more tears.

The cost: the next ~2 days are pure art pipeline hell. Zero visible progress on the 0.0.06 checklist. The mountain gets to laugh at me a little longer.

But when it’s done? The player will finally move like butter, swing like he means business, and actually look like the badass protagonist he’s supposed to be, instead of a brave little toaster with a sword.

Sometimes you have to burn it all down to build something better. Today is that day.

See you on the other side of the skeleton war~ ✌️
(Now back to learning how bones actually work before I regret everything)

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