The Melodist » Blog

If you read my last blog post, you'll know that I was having significant issues with the game's entity system in the amount of work it required to expand upon. Prototyping became extremely difficult and cumbersome, and my lack of progress in designing the game is the manifestation of these issues. I've been thinking about how to move forward in redesigning the game's entity system, and have a few ideas that I'd like to share. I figured it'd be good to gather feedback from more experienced folks and also perhaps help others.

The approach ...
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It is without doubt that all software developers have always used abstractions, be it formatting data using a struct, writing a function, or perhaps reasoning about native processor instructions with a one-to-one textual representation. What is an abstraction, how do abstractions affect code, and are they useful?

To understand what an abstraction is in the context of software development, it first must be asserted that a programmer interacts with a program with source code; that is, a programmer does their job by writing sequences of characters that can be translated to some form of an instruction or set of instructions ...
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I had this question asked during a stream, and I get it a lot, so I wanted to record my answer to direct people who have the same question to a video where I explain my answer. It's related to the Handmade Network and its manifesto, so I figured I'd share it here as well.

-Ryan

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About a year ago, I wrote a blog post in which I discussed my change of heart regarding the way I wanted to program, and why object-oriented programming wasn't consistent with that desire in that it over-complicated problems and abstracted away what the computer was doing. Despite this change in heart, I still had the tendency to think of programming problems in terms of objects as opposed to thinking about the what the computer must do in order to solve programming problems; this is, of course, due to the fact that I had been thinking in an object-oriented fashion ...
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Hi, everyone!

I just uploaded a new Under The Hood devlog, in which I discuss the game's new platform layer to a greater extent, and also the game's new entity system. As always, feedback, suggestions, and comments are encouraged. I hope you enjoy!

-Ryan

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Hi, all!

I finally got a new devlog out. In this one, I discuss some new design ideas and the game's brand new custom platform layer (inspired by Handmade Hero!).

I hope you all enjoy the video.

Ryan

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Hey, everyone. This is almost a bit of a rant post; I have a few thoughts I'd like to share regarding the game.

I'll be honest; I've been getting fairly discouraged recently.

I've done an absurd amount of work on the game (and related projects, like its devlog series) over the past year. The player can move around, experience cut-scenes, find new areas, and it's all pretty polished and clean. What the game consists of so far feels great. The game, though, is missing... something. That something is, of course, the heart of the game ...
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A Custom Platform Layer (4/15/2018)

Ryan Fleury  — 2 months, 1 week ago
Hello, everyone!

This is a quick update about what I've been working on recently.

Up to this point, I've been writing The Melodist using GLFW and OpenAL. I did this with the intention of eventually writing my own platform layer, which I decided to begin work on a few days ago. I'm sure the folks at Handmade Network know better than anyone that there is no better place to start on this task than Handmade Hero!

I've been writing games for several years and have been attending university, studying computer science, for two years. This was ...
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Hey, everyone!

My first live programming stream has been announced! The initial few streams will be testing streams. The first one is set to occur at 2:00 UTC on 11 March, 2018.

(NOTE: This is March 10 in the following time-zones: 6:00 PM PST, 7:00 PM MST, 8:00 CST, 9:00 PST)

Here's the announcement in video form:



I hope to see you all there!

-Delix
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Hey, everyone!

A new devlog is out! This one discusses my shift from a traditional C/C++ build system to an amalgamation/unity build system, and also a shift in my programming philosophy: Staying true to the idea that one must only do what is necessary for their project.

Hope you enjoy!

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Streaming Announcement (3/8/2018)

Ryan Fleury  — 3 months, 2 weeks ago
Hello, all!

I hope everyone is doing well! I'm writing this post to inform those interested that I'll be trying out streaming programming! I've figured that it will not only be potentially helpful and educational for viewers, but it will also be helpful for me in terms of staying productive and assuring the quality of what I program.

I'm planning to initially do a few test streams in which I'll write a simple OpenGL/GLFW application for fun, but once I'm comfortable with my streaming setup, I'll start streaming development of The Melodist ...
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Hello, all!

Sorry I've been so silent regarding the Patreon issue. My silence has been due to a combination of just being busy and also the fact that I have still not really found an alternative platform that I am happy with. I am announcing, however, that I will remain on Patreon in addition to being on another alternative platform when I find a suitable one.

This is for a few reasons. Firstly, Patreon has revoked their decision which was inconsiderate toward many creator patrons. Additionally, while I still disagree with Patreon's business practices, they have responded to ...
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Hey, everyone!

There's a new devlog out! This one discusses some developments made in the game's actual world design, the game's story, and some new ideas for the direction of the game's mechanics.

Hope you enjoy!

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Hey, everyone!

If you can recall, I renamed the game from Dissonance to Cadence awhile ago because of a name collision with another indie game and also due to my changing vision of the game.

My decision to rename the game to Cadence a good number of months ago was a naive one, though, because there is yet another indie game titled Cadence that is far further in development than my game is.

The game has not changed, nor has my vision for it; however, my vision has been greatly refined. I think I have a pretty good idea of ...
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Hey, everyone!

I hope 2018 is going fantastic for everybody thus far! I've had several questions about my implementation of the game's dynamic shadows, so I focused on them specifically in the newest Under The Hood devlog.

Check it out for yourself below. I hope you enjoy!



-Delix
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Hello, everyone!

Sorry for the late post... I got caught up in the holidays. I recently uploaded the eighth episode of the devlog series (Behind The Scenes). In this episode I discuss more UI changes that not only allow for better editor usage but also for the creation of menus for the final game. I also check out the game's new shadow effects and my first steps toward creating a world that reacts to notes.

The shadow effect's implementation will be discussed in the next Under The Hood devlog.

Here's the video. Enjoy!



-Delix
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Alternatives to Patreon

Ryan Fleury  — 6 months, 2 weeks ago
Hello, everyone!

Similar to many other creators, I am quite unhappy with Patreon's recent policy decision and how it treats my patrons. I am moving elsewhere to provide an opportunity to support me for those who are interested in my content.

I've currently set up a Liberapay page, but am still unsure if this is the best option. If anybody has any other recommendations, please do not hesitate to let me know. I want to do what is best for my patrons!

-Delix
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Hey everyone!

I just uploaded the the Under The Hood portion of the eighth devlog. I talk about both multithreaded resource management with my single-header C/++ multithreaded resource management library and also my steps in refactoring the game's event system.

As always, I hope you all enjoy, and any feedback, suggestions, or comments are greatly appreciated!



-Delix
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Hey everyone!

My apologies for the long period of silence. I've recently begun my third semester at university and I've been incredibly busy (perhaps 17 credits of classes wasn't the best idea...). Regardless, I've been scraping bits of time together to try to continue work on the game and I've done a few cool things which I talk about in this devlog video.

The changes I speak about include particles, some new art modifications, and event editing. Hopefully you all enjoy!

.

-Delix
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Hey everyone!

I just released the Under The Hood portion of the seventh devlog episode for Cadence. I check out the code behind a few features, namely: lighting, my IMGUI ID system, particles, and map events. I hope you all enjoy! As always, feedback is more than welcome.



Thank you all so much for the incredible support!
-Delix
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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
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Name Change (7/5/2017)

Ryan Fleury  — 11 months, 3 weeks 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 ...
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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:

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Hello, everyone!

I just uploaded a Under The Hood devlog for the game. 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
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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 ...
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