Apoplexy
- 25 Devlogs
- 42 Total hours
An upcoming stealth first person shooter made by yours truly
An upcoming stealth first person shooter made by yours truly
The one where enemies became more alive
Enemy AI is fun. Until it isn’t. Try it yourself!
The one where the universe itself was made anew.
I would say the game will soon be on complete feature parity with the Raylib version. A lot of the code was virtually the same, so this rewrite moved way quicker than I initially expected….
I already feel like I’m moving so much faster compared to my Raylib attempt.
Hello guys! I have come to a realization recently. That is the realization that using Raylib is holding me down.
I have been trying really hard to bring my vision to life for these hours I’ve been working on it, but it’s all just taking too long. And in the end, I keep reinventing the wheel and making something that already exists (and is better) in a game engine. I also have some other frustrations with Raylib and how the library limits programmers in some ways, which I won’t go in to in this post.
So, I will be porting the project to Unity! That is the tool I’m most comfortable with, and I hope it helps me to iterate faster and bring you guys some interesting gameplay soon.
Here are some screenshots from the last Raylib build. See you guys soon!
The one about levels
As a prize for your great work, look out for a bonus prize in the mail :)
A ship won’t stop me from further updates ;)
I hyperfixated a bit too much on the aesthetics, I promise that the next few updates will actually be gameplay related.
APOPLEXY
New features:
No updates otherwise. I spent most of this time on a quick refactor to make my life a bit easier, then sketching out a proper UI on paper.
This is how it turned out:
APOPLEXY PRE SHIP UPDATE
Some finishing touches on the enemy AI, they can now hear you a lot better when you shoot the shotty, and I added a little grace timer if you’re in the enemy field of view to get time to move out of the way.
The enemy AI is still far from perfect, but I thought it good enough for a PRE PRE PRE PRE PRE PRE alpha build.
:D
APOPLEXY
New features:
Updated:
I’ve now decided a bit more on the direction of this game. I want to create an atmospheric stealth first person shooter, with a big emphasis on the stealth part, and optionally a “go loud” playstyle.
Expect future updates to work towards that goal!
APOPLEXY
New features:
Updated:
APOPLEXY
New features:
Updated:
Other:
the project is looking more and more like a game every day, really proud of it so far. 😇
APOPLEXY
New features:
Updated:
i had a lot of fun adding the skybox, and i think the new model looks SO sick
added some proper lighting (after a struggle) and some more editor QOL. it’s all coming along very nicely, check out the video below. (also refactored weapon system for futureproofing and more)
improved the level editor with some easier controls and a new orbital camera instead of orthographic projection, and added raygui to make selections easier. also refined the movement, headbob and weapon sway!
added a crude level editor controlled with the keyboard! it loads and saves json files that you can edit and then save with f6 in game (or manually if youd like.) im very proud of this one!
video below, but i added some visual candy to the project. i like my games to feel niceeee
i added some blood particles to the blood prisms that try to kill you with a custom particle system i wrote
finally finished the muzzle flash. it was suuuch a pain but adds a lot to the feel of the gun.
added hitflash, started working on muzzle flash but disabled for now. also rethinking if the game should be black and white so its disabled for now.
i tweaked the shader some more because the other one was an unreadable mess. also added display of current position, will be useful for later! next, i want to work on more of the actual gameplay, i think this look is fine for now (maybe ill make the enemies fully white with a black outline)
I got some hit detection and crude logging up (std::cout). The game is coming along nicely, and raylib is so pleasant to work with. [NOTE: this project was started yesterday when i found out about stardance]