Vyre || Prophecy: Corrin's Tale's Avatar

Vyre || Prophecy: Corrin's Tale

@vyrevermilion.bsky.social

Pixel Artist, Indie Game Developer // Currently Working On - Prophecy: Corrin's Tale

222 Followers  |  40 Following  |  187 Posts  |  Joined: 17.10.2024  |  1.9877

Latest posts by vyrevermilion.bsky.social on Bluesky

Image showcasing a work in process shot of the new UI for the Intermissions for the game Prophecy: Corrin's Tale. Depicting a tablet device in retro-like colours laying atop mismatch wood planks with charred burn marks; these assets are some of those used for the "Broken" variant of the scene.

Image showcasing a work in process shot of the new UI for the Intermissions for the game Prophecy: Corrin's Tale. Depicting a tablet device in retro-like colours laying atop mismatch wood planks with charred burn marks; these assets are some of those used for the "Broken" variant of the scene.

I would have had a nice preview of the intro Intermission by now to show off; but tests proved I needed to rethink the interface of the Intermissions, both from a visual standpoint and from a player engagement standpoint. Thus I have spent time getting the new UI made.

#gamedev #solodev #indiegame

08.08.2025 15:37 โ€” ๐Ÿ‘ 8    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcasing a recording setup as I record some dialogue for an introduction sequence for the game Prophecy: Corrin's Tale.

Image showcasing a recording setup as I record some dialogue for an introduction sequence for the game Prophecy: Corrin's Tale.

Currently doing some recordings for the intro Intermission; a sequence that needs to be completed before I can test additional mechanics in order. I'm no VA, but it is sure as hell fun.

#gamedev #solodev #indiegame

03.08.2025 13:05 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I apologise for the lack of posts in recent times; I've been focusing on getting the Combat overhaul done, which requires a lot of other things to be done. On top of that I've been working on the Archive entries as well. Hopefully soon I'll be able to show some things.

#gamedev #solodev #indiegame

27.07.2025 12:55 โ€” ๐Ÿ‘ 14    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcasing a Notepad write out of a basic outline of Level States for the game Prophecy: Corrin's Tale. Each section details the changes in states to the levels, the order of cutscenes and dialogue triggers and what each asset included is (Player, NPC, Enemy or Scene object).

Image showcasing a Notepad write out of a basic outline of Level States for the game Prophecy: Corrin's Tale. Each section details the changes in states to the levels, the order of cutscenes and dialogue triggers and what each asset included is (Player, NPC, Enemy or Scene object).

This journey of overhauling the combat has allowed me to re-factor a lot of other systems as well (such as NPC Spawns and Level States); which does ultimately mean a lot of tearing stuff out and rewriting sections...but at least it'll save me the headache in the future.

#gamedev #solodev #indiegame

20.07.2025 14:23 โ€” ๐Ÿ‘ 8    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I now expect the sound effects to be: *sweesh sweesh, swoosh!* *aargh! In a high-fedlity crunchy voiceover, but seriously it looks good.

14.07.2025 15:57 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Just a quick update, combat is coming along (even though currently it is just error busting), and I'm also side-loading doing the narrative for the Archive (the place for people who like to read); as such there really isn't a lot to show...for now.

#gamedev #solodev #indiegame

14.07.2025 13:54 โ€” ๐Ÿ‘ 10    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I only make backups when I make a significant change to the project, for example implementing character movement. I tend to store them on external mass storage just for safe keeping (and for the space).

11.07.2025 11:25 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Image shows the script error count within Visual Studio, for the game Prophecy: Corrin's Tale. It displays 815 errors, which is down from the 2000+ I had to begin with. These errors are due to the chnages in the combat system, where a ot of references broke or were removed, thus causing the mass exodus of does not compure to spew all over the project.

Image shows the script error count within Visual Studio, for the game Prophecy: Corrin's Tale. It displays 815 errors, which is down from the 2000+ I had to begin with. These errors are due to the chnages in the combat system, where a ot of references broke or were removed, thus causing the mass exodus of does not compure to spew all over the project.

Well I've made it sub 1000 with the errors (for context it was over 2000), who knew overhauling the combat was so invasive; mind you most of the errors are to do with name changes and references, but when you're working with multiple moving parts, it's not always easy.

#gamedev #solodev #indiegame

07.07.2025 14:09 โ€” ๐Ÿ‘ 14    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The issue with doing a combat overhaul, is that at one point you begin to realise just how ingrained the old system was into everything else (especially when rewriting scripts and moving data around); in short, it's going to take a little bit longer to finish ๐Ÿ˜„.

#gamedev #solodev #indiegame

01.07.2025 13:28 โ€” ๐Ÿ‘ 14    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcasing the design for the combat character selection scene for the game Prophecy: Corrin's Tale. This image displays not only a similar monochromatic-abstract backdrop to the main battle scene, but also shows us the UI components of the character selection window, with selected characters placed dymaically in the scene to create a sense of belonging and depth.

Image showcasing the design for the combat character selection scene for the game Prophecy: Corrin's Tale. This image displays not only a similar monochromatic-abstract backdrop to the main battle scene, but also shows us the UI components of the character selection window, with selected characters placed dymaically in the scene to create a sense of belonging and depth.

Image showcasing the design for the combat character selection scene for the game Prophecy: Corrin's Tale. This image displays the scene before selecting characters, where there is no selection menu or character sprites, but rather 4 plus icons to indicate adding characters.

Image showcasing the design for the combat character selection scene for the game Prophecy: Corrin's Tale. This image displays the scene before selecting characters, where there is no selection menu or character sprites, but rather 4 plus icons to indicate adding characters.

Finished the design layout of the combat character selection scene; hopefully I'll be able to implement the functionaility tomorrow and be well on my way to actually giving the combat revamp some legs. (Character sprites are for testing).

#gamedev #solodev #indiegame #pixelart

30.06.2025 16:10 โ€” ๐Ÿ‘ 10    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcases a mockup scene for the combat for the game Prophecy: Corrin's Tale. Depicting the monochromatic abstract scene with it's phantom leaves and rain; HUD elements are now layered on top for visual feedback during an encounter.

At the top centre, we have the Speed Timeline, detailing the turn order of characters with portraits and speed values. At the top right we have the Inspection button which would allow us to open the Inspection menu for further character details.

At the bottom left to centre, we have the current character details, with a portrait, HP/DEF bars, Finality bar and effect icons (the bars of which are isolated from the scene via a black background). From the bottom right, we have the attack icons of the current character(from left to right: Basic, Special, Ultimate and Finality), with a transparent flower depicting the Passive Ability and symbology of the character.

As a last addition to the mockup, we have stand in characters showcasing how each team will be displayed within the scene, with characters getting further away and inwards due to forced perspective, with the further most characters fading out to create the illusion of depth.

Image showcases a mockup scene for the combat for the game Prophecy: Corrin's Tale. Depicting the monochromatic abstract scene with it's phantom leaves and rain; HUD elements are now layered on top for visual feedback during an encounter. At the top centre, we have the Speed Timeline, detailing the turn order of characters with portraits and speed values. At the top right we have the Inspection button which would allow us to open the Inspection menu for further character details. At the bottom left to centre, we have the current character details, with a portrait, HP/DEF bars, Finality bar and effect icons (the bars of which are isolated from the scene via a black background). From the bottom right, we have the attack icons of the current character(from left to right: Basic, Special, Ultimate and Finality), with a transparent flower depicting the Passive Ability and symbology of the character. As a last addition to the mockup, we have stand in characters showcasing how each team will be displayed within the scene, with characters getting further away and inwards due to forced perspective, with the further most characters fading out to create the illusion of depth.

Finished up the Combat HUD UI (bar the Effect icons), making a little mockup to showcase how they'll look during the encounter. I used a muted palette to capture the essence of the scene, making everything visually pleasing.

#gamedev #solodev #indiegame #pixelart #UI

25.06.2025 08:57 โ€” ๐Ÿ‘ 9    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Went a bit ambitious with the new combat scene redesign; but there is just something so compelling about having an abstract-monochromatic backdrop, but the characters in full colour. Despite 3D not being my forte, it came out rather well I think.

#gamedev #solodev #indiegame

20.06.2025 10:51 โ€” ๐Ÿ‘ 13    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcasing the updated character portraits for the seven main characters of the game Prophecy: Corrin's Tale. Each portrait takes design elements from each character's overworld sprite, but adds refinement and detail.

Image showcasing the updated character portraits for the seven main characters of the game Prophecy: Corrin's Tale. Each portrait takes design elements from each character's overworld sprite, but adds refinement and detail.

Updated the main character portraits; some of them directly on the sprite, but all of them updated design wise to fit the new HUD and Combat UI. I'm not 100% with all of them, but if I keep editing them, we'll be here till next June, so their good enough.

#gamedev #solodev #indiegame #pixelart

16.06.2025 13:54 โ€” ๐Ÿ‘ 16    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showing a whiteboard and notebook with text detailing various stages of the plan for Act 2 for the game Prophecy: Corrin's Tale

Image showing a whiteboard and notebook with text detailing various stages of the plan for Act 2 for the game Prophecy: Corrin's Tale

Just spent a day and a bit planning Act 2 of the narrative; there's something nice about not always being plugged in, so I planned it in a more analogue way...I just hope I can still read my handwriting when I come to actually writing it.

#gamedev #solodev #indiegame

12.06.2025 15:52 โ€” ๐Ÿ‘ 4    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcasing a quick plan for Skill Trees, as a part of the combat system for the game Prophecy: Corrin's Tale. And also maybe a quick sketch because I got sidetracked.

Image showcasing a quick plan for Skill Trees, as a part of the combat system for the game Prophecy: Corrin's Tale. And also maybe a quick sketch because I got sidetracked.

Microsoft Paint, great for planning & quick note taking...and also procrastinating; but hey, I feel more creatively motivated now.

#gamedev #solodev #indiegame

09.06.2025 15:07 โ€” ๐Ÿ‘ 9    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcasing each of the main player characters for the demo build of the game Prophecy: Corrin's Tale, next to icons that each represent their different attacks/abilities for use in the game's combat system.

Image showcasing each of the main player characters for the demo build of the game Prophecy: Corrin's Tale, next to icons that each represent their different attacks/abilities for use in the game's combat system.

I swear I do more than make attack icons, but I've finished them all now for the demo characters (well, the player characters anyway), so I can get back to planning the revised combat system...and everything else for that matter.

#gamedev #solodev #indiegame #pixelart #screenshotsaturday

07.06.2025 10:40 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I know the background is placeholder, but I really love it; just a couple of little animations and it would look great. Overall loving the menu design.

07.06.2025 07:54 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Image showcases the attack icons of Isla, Corrin, Jade and Volyur for the game Prophecy: Corrin's Tale. They each represent the characters personalities, traits and secrets, making them not just visually pleasing, but thematically important as well.

Image showcases the attack icons of Isla, Corrin, Jade and Volyur for the game Prophecy: Corrin's Tale. They each represent the characters personalities, traits and secrets, making them not just visually pleasing, but thematically important as well.

Another 2 attack icon sets completed; they're simple things designed for visual aesthetics, but creating them with the idea of the characters they represent, gives them more meaning beyond simply UI icons, adding on additional layers to the deep narrative.

#gamedev #solodev #indiegame #pixelart

05.06.2025 16:59 โ€” ๐Ÿ‘ 11    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcases a screenshot of an Excel spreadsheet detailing character stats and level progression for the game Prophecy: Corrin's Tale.

Image showcases a screenshot of an Excel spreadsheet detailing character stats and level progression for the game Prophecy: Corrin's Tale.

You know things are getting serious, when you start making spreadsheets to calculate stat totals; never thought I'd be using Excel for its intended purpose every again, but here we are.

#gamedev #solodev #indiegame

02.06.2025 10:36 โ€” ๐Ÿ‘ 17    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I would choose A, namely because to me it has the most personality and character (oh and their shoes look like bread ๐Ÿ˜„)

30.05.2025 17:28 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Image showcasing some attack icons for the game Prophecy: Corrin's Tale, namely for the characters Isla and Corrin. Each icon is indicitive of the attack name, which represents the personalitiy and state of mind of each character; adding extra thematic weight to the narratively driven game.

Image showcasing some attack icons for the game Prophecy: Corrin's Tale, namely for the characters Isla and Corrin. Each icon is indicitive of the attack name, which represents the personalitiy and state of mind of each character; adding extra thematic weight to the narratively driven game.

Now that I've reworked the attacks for some of the characters, I thought I'd get a start on making the attack icons (just to vary up my workload). They each represent their attack name, which in turn represents the personality of the character.

#gamedev #solodev #indiegame #pixelart

29.05.2025 16:41 โ€” ๐Ÿ‘ 19    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

After some deliberation, I have decided to rework the Combat system, not because it wasn't working, but because it wasn't very...intuitive. So I'm currently re-planning the mechanic and all additional aspects, in hopes to make something even better.

#gamedev #solodev #indiegame

26.05.2025 12:46 โ€” ๐Ÿ‘ 10    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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It took a minute and a surprise ambush of issues in the last couple of hours, but finally you can collect items in the overworld; as a nice cherry on top they even play nicely with the previous mechanics...now then, just got to make them useable.

#gamedev #solodev #indiegame #pixelart

22.05.2025 16:32 โ€” ๐Ÿ‘ 14    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Just a quick update, I've almost completed the collection mechanic of items in the overworld; it's taken me longer than expected, namely because I had to remake a font face, fix some SFX issues and get the actual bloody thing working...bug free of course.

#gamedev #solodev #indiegame

21.05.2025 16:10 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image showcasing some UI icons for consumeable items for the game Prophecy: Corrin's Tale. Each icon is bordered by a white border with a coloured background depicting their rarity (Grey - Common, Green - Uncommon & Blue - Rare). Each icon also contains a coloured strip on the bottom right to act as a background for the numerical amount of said item a player may have.

Image showcasing some UI icons for consumeable items for the game Prophecy: Corrin's Tale. Each icon is bordered by a white border with a coloured background depicting their rarity (Grey - Common, Green - Uncommon & Blue - Rare). Each icon also contains a coloured strip on the bottom right to act as a background for the numerical amount of said item a player may have.

Started the implementation of collectables and consumeable items; thus far I have created the inventory icons alongside some world items to obtain said consumeables. Hopefully I will be able to implement the collection mechanic tomorrow.

#gamedev #solodev #indiegame #screenshotsaturday

17.05.2025 16:20 โ€” ๐Ÿ‘ 11    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

That's really good, I love it.

17.05.2025 06:37 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The thing I love about creating a narratively-driven game, is that everything has purpose; from the first sprite through to a character's dialogue and the reason why you chose English Vermillion for the UI. I'm enjoying this journey, I hope the destination is just as good.

#gamedev #solodev

15.05.2025 16:03 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Were having a spot of sunny weather where I am at the moment; which would be nice if my room wasn't a heat trap boiling me like a kettle. Think I might switch gears from sprite work and find a cooler place to work on something else...or take a really cold bath.

#gamedev #solodev #indiegame

13.05.2025 12:19 โ€” ๐Ÿ‘ 5    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Every mistake is a learning experience is what they say; and today I've learnt that the hard way. Basically all my character sprites have been ruined/displaced, so I'm going to have to redo them all...my fault really, but still, it's the last thing I needed.

#gamedev #solodev #indiegame

12.05.2025 10:49 โ€” ๐Ÿ‘ 6    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Altered the boot-up screen of the Menu sequence, just to give it some refinement (both audibly and visually). I know I should leave it as is, but I just can't help but fiddle with it some more...this is probably why I don't get anything done.

#gamedev #solodev #indiegame #UI

09.05.2025 16:07 โ€” ๐Ÿ‘ 8    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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