OgreLore
ogrelore.bsky.social
OgreLore
@ogrelore.bsky.social
In-development roguelike
Here's an attempt at creating a "cracked lava field" sort of tile. The orange is brighter than it's supposed to be according to the game's palette rules, but I'm thinking that this could potentially be a case where it's worth it for an emissive lighting effect.

#roguelike #gamedev #indiedev
February 12, 2026 at 10:53 PM
Here you can see some of my drafts for the "cleaver crab", a flanged juggernaut of a beast. Don't let it hear you, and don't let it catch you in the open. Death knight for scale.

#roguelike #pixelart #gamedev #indiedev
February 11, 2026 at 11:52 PM
Why switch to okHSL? The intention is to assure continuity between the colorspace coordinates and the the visual brightness of the colors. If you've never seen a colorspace optimized for visual evenness, you might take it for granted, but when you compare the two side-by-side, the banding is clear
February 11, 2026 at 4:32 PM
Here are the two colorspaces side by side. The left is the old one, plain HSV, and the right is okHSL. Looking at this, I feel like there's a bit of a tradeoff - miss that darker mauve on the left, but the more goldenrod yellow and the more solid red are welcome.

#roguelike #indiedev #gamedev
February 11, 2026 at 6:29 AM
I'm experimenting with the okHSL colorspace in OgreLore. Why that one, specifically? Because that was the oklab offshoot that had a plugin for aseprite, haha. It does feel a little cleaner. This isn't in engine yet, though, so we'll see what it looks like with lighting

#roguelike #gamedev #indiedev
February 11, 2026 at 6:10 AM