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Devlog

Meet the Fish

2026-07-15

For a while, fish were colored rectangles. They gave points, they spawned — but they didn't look like anything. This milestone put real creatures in the water.

Rarity Architecture

First we built the structure: Common, Rare, Legendary. Each rarity has its own spawn chance, its own score multiplier.

Making this decision mattered because we needed to know which fish would exist before generating the visuals. Architecture shapes content.

Visuals with GPT

We generated fish sprites with GPT. Each fish got a prompt, a character, a personality.

Common fish: familiar, friendly. Rare fish: colorful, eye-catching. Legendary fish: rare, impressive.

Palyaço Pamir, Papağan Poyraz, Kelebek Kiraz — the names carry the game's voice.

Alpha Cleanup with Flood-Fill

GPT-generated images come with white backgrounds. The game needs transparent ones.

We wrote a Python BFS flood-fill script: it traces white pixels from the corners and removes them completely. 14 fish, 14 runs — zero manual editing.

Line Break Mechanic

This milestone also brought a gameplay change: sometimes the fish gets away.

Wait too long or move at the wrong moment and the line snaps. Tension went up.

First Time It Felt Real

When the fish got their visuals, the game felt different. The mechanics were the same — but now you could see what you were catching. That difference is not small.

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