Hey everyone!

I just uploaded a fresh devlog for you all to check out. I show off a few new features/modifications, most notably the beginnings of the game mechanics (the player's ability to make notes). This will be integrated with other systems that will be arriving in the coming weeks/months.

I hope you all enjoy; thank you all so much for the support!



-Delix
Read More →


Name Change (7/5/2017)

Ryan Fleury  — 2 weeks, 6 days ago
The game I'm making has very much changed since I began making it; the art is different and therefore the feeling is different, the gameplay is different, and it's attempting to express a different idea. You might say there is a sort of "dissonance" between the new and old versions, ha ha...

Jokes aside, I'm changing the name for the project to 'Cadence'. This decision was made for a few reasons: Firstly, there exists another indie game in development titled 'Dissonance'. They are further in development than I am and I figured that I'd rather not ...
Read More →


Hey, everyone!

I recently wrote up a quick header file that provides some useful operations pertaining to C-strings using the CRT. It's just at an early starting point, and I'll probably only implement additional features as I need them in my project, but it's already quite useful. If you have any suggestions, see any problems with the code, or want me to implement something, let me know.

Here's the code:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26 ...
Read More →


Hello, everyone!

I just uploaded a Under The Hood devlog for Cadence. In this episode I discuss my implementation of immediate-mode GUI and also quickly run through the code behind the automapping feature introduced in the last week's devlog. I hope you all enjoy!



Thanks again for the incredible support you all provide.
-Delix
Read More →


Hey everyone!

I've just recently finished up my second university semester, which implies that my time has freed up a lot. I've been working restlessly on the game and have made quite a bit of progress! If you're interested, I've summarized this progress in the most recent Behind The Scenes devlog video. I implement a feature that I call 'Automapping', which uses a set of situational rules to determine what image a particular tile should be; it increases the map creation speed substantially. I also demonstrate the game's new gamepad support, sounds, and dual-layer support ...
Read More →


Hey everyone!

Sorry updates have been a bit dry recently; it's nearing the end of the semester at university and my schedule is proving to become increasingly hectic. I did manage to squeak out a devlog this week, though; I dive into some under the hood stuff regarding dxE (my game independent library) and also the game state infrastructure in the game.

Hope you all enjoy!

-Delix
Read More →


Some Sample dxE Code (3/30/2017)

Ryan Fleury  — 3 months, 3 weeks ago
Hey everyone!

I thought I'd show a quick sample of dxE (my game-independent library) code. dxE has recently been almost completely rewritten in C, as I've abandoned my object-oriented approach. The only C++ code I have yet to replace is my use of GLM, which I'll be replacing soon with the HandmadeMath library.

The new rewrite of dxE currently supports:

-Multiple Windows
-Keyboard/Mouse Input
-Resources (Shaders, Textures, Fonts, Audio)
-Multi-threaded Resource Management (Parses requests, loads in resources as needed, allows for dynamic loading screens and loading during gameplay)
-Output (Audio, Rendering)
-Custom shader support; can use ...
Read More →


Hey all!

Just uploaded the 4th Behind The Scenes episode of the devlog series. Since there isn't much progress to be seen on the game itself (as I'm doing a lot of under the hood renovations which I talk about in the last Under The Hood episode), in this episode I show some new enemy art and I get into a few interesting design decisions (which includes the name of the game!).

Check it out here.

Thank you all so much for the support!
-Delix
Read More →


Hey everyone!

I just launched the Dissonance Patreon page. In theory, financial support from any followers will allow me to fund pixel art and potentially music will allow me to dedicate all free time towards development of the game and devlog series. More information is available at the Patreon page.

Here's a link to the Patreon page.


If you choose to support me, I'll be extremely grateful; you'll also receive rewards (that are all listed on the Patreon page).

Thank you all so much for the support!
-Delix
Read More →


Hello, everyone!

It's been quite a busy few weeks, which is why I'm surprised at the fact that I somehow managed to squeak out a new devlog. The devlog series is changing a bit; now, there will be two videos per episode. One of these will be titled Under The Hood, where I explain more programming-related things and where the video focuses on the code and programming; the other will be titled Behind The Scenes, which is the usual game update video where the content deals more with the game itself.

This is the first Under The Hood ...
Read More →


Hey everyone!

As a start to my journey in programming in a more handmade fashion, I decided to test my skills regarding memory management and C in general by attempting to code a C-equivalent of the C++ std::vector. I took inspiration from the stb_stretchy_buffer library.

It's not feature complete yet; just have pop/push, free, and size/cap functions. If you guys have any suggestions or comments, I'd love to hear them!

Here it is:

EDIT: Fixed some issues and implemented a few new features. Thanks for the comments, guys!
EDIT [2]: Threw in a license and ...
Read More →


Leaving OOP for Handmade (2/13/2017)

Ryan Fleury  — 5 months, 1 week ago
Hey everyone!

I've thought quite a bit recently about what it means to code in a handmade fashion, and what that means for the structure of a program. Through some of my work at the university I'm attending, I'm beginning to see the problems that an object-oriented approach presents to the quality, perfomance, simplicity, and straightforwardness of a program and how it works.

My coding style has always, since I've started C++, involved some sort of object-oriented approach. While I've dropped certain traditional object-oriented practices along the way (like data hiding or private data), up ...
Read More →


Cadence Devlog #3 Uploaded (2/3/2017)

Ryan Fleury  — 5 months, 3 weeks ago
Hey everyone!

I just recently uploaded the third Cadence devlog. I didn't get a whole lot done, as life has been pretty busy, but I still have some stuff worth showing and talking about! I've implemented the bare bones of lighting and collision editing fully. I hope you guys enjoy, sorry there isn't a whole lot this week. The devlog is below; I'd love any feedback, suggestions, comments, encouragement, discouragement, etc. you have.



Thanks for watching and thanks for your support!
-Delix
Read More →


Cadence Devlog #2 Uploaded (1/18/2017)

Ryan Fleury  — 6 months, 1 week ago
Hey everyone!
Just uploaded Cadence's second devlog. I speak a lot about progress on the game's map editor and I get a bit into the code. Hopefully you all enjoy it; thank you for your interest! One thing worth mentioning is that I will need to rename the game at some point. If you have any negative or positive feedback or perhaps an idea for a new name, I'd be greatly appreciative if you left it in the comments!



-Delix
Read More →


Cadence Devlog #1 Uploaded (1/10/2017)

Ryan Fleury  — 6 months, 2 weeks ago
Hello!
Just a quick update for everyone. I just uploaded the first YouTube devlog... It's really more of an introduction video; I don't go into depth explaining anything technical or anything yet. It's just a video to establish the project and a video format while also showing a bit of progress (which isn't too much visual at the moment).

Here's the video; let me know of any feedback you all have, positive and negative, and I hope you enjoy it!



-Delix
Read More →


Cadence Update (1/9/2017)

Ryan Fleury  — 6 months, 2 weeks ago
Hello!

I hope everyone had a great holiday season!

Life has been incredibly busy for me recently, as I'm sure it has been for everyone else. Progress has been made on Dissonance a bit slowly recently but surely; I'm starting to get back into the hang of things. I recently just finished refactoring and optimizing dxE, which is effectively my engine, as dxE was using a very outdated code-base (and Dissonance used dxE). This stuff is all game-independent and very much back-end, so there isn't much to actually show; you'll have to take my word that ...
Read More →


Devlogs (?)

Ryan Fleury  — 7 months, 2 weeks ago
Hey everyone!
I've been planning video development logs for Dissonance for a while now, but I'm unsure of what format I'd like them to be in, or what I'd want to show off specifically. Being hosted by Handmade Network implies that I should delve into the software side of things, which is an incredibly exciting (albeit a bit nerve-wracking) topic to delve into.

I had a question, for any reading this, however; what else would you be interested in seeing in a regularly uploaded video devlog for the game? I'd love to talk about all ...
Read More →


Cadence Art Update, pt. 2 (12/8/2016)

Ryan Fleury  — 7 months, 2 weeks ago
Hey again!

Just to share some progress, I'm going to be posting a couple screenshots from the pixel artist I've hired to work on Dissonance, Ergg. He's been making lots of art, and it's coming along swimmingly!


You can see the map-style is starting to come along quite nicely! This isn't an actual in-game map, just a mock-up of one made by Ergg, but all of the map elements he's made so far (tiles, objects, etc.) are visible. There seems to be a mysterious door... I wonder what that could be for. ;)

It might ...
Read More →


Hey all!

If it wasn't obvious, I'm Delix and I'm developing Dissonance. All of the art you can see on the page is outdated; I figured that in order to keep both productivity and work quality at their highest extent, I should hire a pixel artist, which I've done. New art is already on the way; the art style is changing quite a bit, but the game's theme and atmosphere should (in theory) remain consistent.

It's worth mentioning, however, that much of the game's theme is subject to change, since the game's ...
Read More →