November 2025 Update

Seems like when it rains it pours. I didn't get a lot of time on the project last month and this month I was blessed by Papa Nurgle. Nonetheless we got some progress on characters and combat.

By Groogy

Published on November 30, 2025, 9:39 am

Work Done

Due to what must have been a super flu engineered by the government I lost a little more than half the month. So yet again roughly 10 hours of work was done. 61 tasks of varying sizes have been marked as Done this month. I even got started on trying out doing some pixel art.

Art

Style

I've been thinking a lot on how to make things easier for me but still let me make a visually distinct style. I figured having some limits on me like a palette would help me not over committing and keeping things simple. Now I'm not that gifted when it comes to artistic endeavors, so I browsed around for a nice palette someone else had already made. I ended up really liking the look of SLSO8 Palette by Luis Miguel Maldonado.

slso8-32x slso8-palette-example-by-toaster-60d49f

I want a good contrast between dark and light colors, representing the fight between good and evil or something like that. I imagine the heroes in darker colors them being tainted by their gruesome tasks, while their weapons being bright, the instruments of God in this cursed world.

The Sentinel

The first sprite I've tried. A tanky kind of character with a shield and sword. An equivalent in role would be a Paladin in DnD. It also worked great for testing the palette.

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Here is a picture of him in the editor with a little shadow to give some depth.

Other Sprites

You'll see more sprites but these are just placeholders. Either free from some sprite pack from itch.io or me throwing together something ugly.

Characters

We've implemented characters, these are both Heroes and Monsters. A character has some sprites associated with it, a name, health and attributes.

Attributes

I want to keep things simple and concise. I'd like to if I can avoid the characters having tons of secondary attributes like "stealth". I'm aiming to have attributes value range in 0-6 and work as an additive to a D6 whenever we are doing rolls. I expect this to mean getting a +1 to an attribute will feel like a gigantic upgrade.

The attributes I'm going to have for now are:

Max Health

The max health is determined by the constitution attribute of the character. Each point in constitution is worth one D6 of health points with a base value of 10. So the calculation becomes 10 + Constitution * D6. So if you have 3 constitution you get a potential range of 13 to 28 in max health.

Heroes

These are the party members I'm going to have for the prototype

Monsters

For Monsters I'm going to focus on more things that fits a supernatural feel or western folklore.

Combat

I did manage to get some work in on combat as well. Mainly turn order and initiative.

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Initiative

The Initiative dictate what order characters will take their turn. Highest first. The value is calculated as a D6 + Character Dexterity.