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

Ryan Fleury Jan. 11, 2017, 12:58 a.m.
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!


Dissonance Update (1/9/2017)

Ryan Fleury Jan. 9, 2017, 9:01 p.m.

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 I recently just finished refactoring and optimizing dxE, which is effectively my engine, as dxE was using a very outdated code-base (and Dissonance used dxE).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 progress has been made! It's worth noting, however, that the code of the game itself remains intact; it's just now a matter of adapting it to the new/refactored dxE library.

I recently moved away from using Allegro 5 for OS interfacing and instead have begun using GLFW and OpenAL.

On a side note, I also have started using lowercase/underscores instead of lower camel case... Thought it was time for a change. ;)

Within the next few weeks, I'm hoping to be able to show some new screenshots, GIFs, and other 'viewable' progress on the game. Sorry this has been a fairly boring blog post, but I knew a word from me was due.

Thanks for your interest,

Dissonance Devlogs (?)

Ryan Fleury Dec. 8, 2016, 11:45 p.m.
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 facets of the game's development that I'm involved with: music, game design, atmosphere, life as a developer in general, and (obviously) software and program structure, but I'm unsure of what watchers would like to see.

If a Dissonance video devlog were to be started, what format would you like to see? Would you like to see updates on only more software-related topics, or perhaps how different game development elements (including software) mesh together in order to create a final product?

Any input is appreciated. Thanks!

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

Ryan Fleury Dec. 8, 2016, 2:31 a.m.
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 be a bit unclear what exactly that door actually is for... Perhaps an updated picture of the door will give a clue:

Do some of these symbols seem familiar? (the new door is on the left)

Hope you guys enjoyed! More to come later :)

Dissonance Art Update (11/25/2016)

Ryan Fleury Nov. 25, 2016, 5:59 a.m.
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 actual design is still being fleshed out.

To give anyone reading this a preview of the new art, I figured I'd post a few screenshots and .gifs of the new player spritesheet, which my pixel artist has just recently completed.

New Animations/Player Art (don't mind the old tiles... the real focus here is the player art and the particles!)

Development Screenshot

In-Game Screenshot (don't mind the inconsistent particles and old tiles... the updated fire particles are shown in a .gif above!)

Thank you all so much for your interest.