I probably can't give great advice, but just start; sometimes you'll find that what you show has an audience in waiting, and if not, keep at it...Rome wasn't built in a day and all that.
I probably can't give great advice, but just start; sometimes you'll find that what you show has an audience in waiting, and if not, keep at it...Rome wasn't built in a day and all that.
(2/2)
So I've decided to refocus the project, keeping some aspects of the orginal, but making it into something that I won't only enjoy making, but is closer to what it should have been to begin with. And to those who have been waiting (if that's anyone), I'll try not to vanish again for too long.
(1/2)
It's been a little while (too long perhaps), but to keep this short, the project is still alive in someway, it's just i've come to realise that the project outgrew my capabilities and became something I didn't really like making...
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Image showcasing the HUD portraits used for detailing current team members, for the game Prophecy: Corrin's Tale. Each portrait uses the main dialogue sprite of each main character, atop a red decal strip on which the character's passive ability icon (a flower of sorts) is positioned within, with an abstract colour switch fade pattern falling off to the right.
It's been far too long, but I'm slowly starting to get back into a routine. Finished the HUD portraits for visual representation of switching out the current player character. Will get a showcase of the mechanic soon...maybe.
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Lovely attention to detail, those models look great!
It's so satisfying to watch, real good work!
This is probably my favourite piece yet of yours, loving the cold winters night vibe.
Love the style!
Here's a comment to grant you happiness like getting an apple; but also it's bloody good work so here's to a job well done as well!
Loving the atmosphere!
Image showcasing the first three Team HUD Portraits for the game Prophecy: Corrin's Tale. Depicting the characters Corrin, Isla and Jade, each portrait is comprised of a character bust against a back strip, which details the flower symbology of that character's passive ability with a abstract line divided shadow pattern.
Started work on the Team HUD UI, basically the first steps of replacing the Follower system with a switch-in team mechanic (only because it will save my sanity in the long run).
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Really good work, love the colours, and the design is ace too!
I just wanted to say, I'm really glad I followed you; your little inspirational posts for devs has always reminded me why I started this journey in the first place, for the passion and enjoyment of making something, so for that alone thank you.
I wish I had this level of patience for animation, lovely work, looking good!
Hey all, just a quick update; I recently started a new night job (gotta make that money somehow), so as you can imagine it's really changed my development schedule for the game. That's not to say it's over, just things will be a bit slower from now on.
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Getting back to sprite work, thought I would change up the characters each session to avoid burnout; this time I selected Jade and began work on her Idle animations. Going to spend the rest of the week on sprites, so it might go quiet for a little bit.
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No game is complete without some good old lore; the love UI design as well, very good work!
Seems like a fun game, keep up the good work!
Looks good, I love the art style!
Photo depicting a snapshot of my notebook, with notes planning the core narrative for the game Prophecy: Corrin's Tale.
Back on the writing grind, planning the narrative. Game writing is a fun challenge, because you have to consider mechanics as well as the typical story components like characters, locations etc, but I love a challenge.
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Finished some behind the scenes dialogue stuff, but I did change some visuals around both in the UI and level as well; the most notable of these is the addition of child drawings, as a prompt that these are objects Corrin can talk to...trust me, it makes sense, kinda.
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Currently working on getting the dialogue system to fit into a more central repository, so I don't have to hard code every string value of text; safe to say, I've learnt quite a few things today.
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I was going to say slight soggy jellybean, but jelly-like courgette works too.
Honestly in this day and age you could probably get away with calling it a feature ๐
I'd say C, it has both that cosy feel and more personality in regards to the theme than the other two. Either way they are all good initial concepts.
You know you're getting a bit too into the narrative, when written notes for just two sections of it, looks like a well-worn journal.
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I do love a good set of funky characters; lovely work!
That's such a good song; honestly wasn't expecting to see that on Bluesky feed today.
Image showcasing the design sprites for the final entities for the Demo version of Prophecy: Corrin's Tale. Depicting The Council's hive-mind machines, the Steel Priests, there uniformed design of steel blue is accented by glowing red rank markings. All bar the Spectre, which takes on a probe droid design, assume a humanoid like appearence; however, the Redeemer's legs are replaced with numerous metallic tenticles, giving it a taller height befitting of it's high-ranking role.
Within the ranks of The Council's vast empire, stands the metal machines of carnage, the Steel Priests; but don't let the name fool you, there is nothing holy about these merciless masters of brutality.
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Image showcasing dialogue busts for the game Prophecy: Corrin's Tale. Since the last bust showcase, I've finished up the remainder of the Raft Dwellers, and implemented the core of The Council enemies.
Continuing on with dialogue busts; had to do some character redesigns (Both for bust and overworld sprite) so it's taking a little while longer, should all be wrapped up tomorrow though...well for this batch anyways.
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