You are browsing as a guest. Sign up (or log in) to start making projects!

Apoplexy

  • 25 Devlogs
  • 42 Total hours

An upcoming stealth first person shooter made by yours truly

Open comments for this post

1h 10m logged

APOPLEXY patch notes

The one about maps

Updated

  • WIP for a new map layout!

I’ve come to realize that I am not the greatest level designer, but I will try my best anyway.
If anyone is interested in helping, reach out!

0
0
16
Open comments for this post

1h 1m 47s logged

APOPLEXY patch notes

The one where enemies became more alive

New features

  • Enemies now utilize a mix of custom pathfinding and Unity’s Nav Mesh system
  • Patrol points for enemies which leads them to just walk around and chill at some spots

Updated

  • Skybox

Enemy AI is fun. Until it isn’t. Try it yourself!

0
0
10
Open comments for this post

2h 14m 57s logged

APOPLEXY patch notes

The one about particles

New features

  • Raylib build-like particles using Unity’s Particle System™

Updated

  • Touched up on UI and made the code for it cleaner.

Gameplay updates coming SOON™!

0
0
13
Open comments for this post

1h 16m 8s logged

APOPLEXY announcement

The one where I apologize????

Sorry for the lack of content recently, I’ve gotten a bit busy. I don’t have much to show at the moment, but I promise some saucy stuff is in the works. You will not be disappointed!

0
0
14
Open comments for this post

2h 2m 44s logged

APOPLEXY patch notes

The one where the port was (mostly) complete.

New features

  • None!

Updated

  • Added in all missing content from the latest raylib build. (UI still in progress.)

This took a while. Sorry to keep you waiting!

0
0
21
Open comments for this post

5h 20m 5s logged

APOPLEXY patch notes

The one where the universe itself was made anew.

New features

  • New PSX shader which I think looks quite nice!
  • Worse UI!

Updated

  • Engine switch from in-house to Unity 6.5
  • Tweaked animations (mostly shotgun)

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.

0
0
21
Open comments for this post

1h 19m 3s logged

APOPLEXY

I whipped up a quick script that would parse the old JSON levels and make them into unity scenes, and rewrote my old character controller. So far so good!

0
0
16
Open comments for this post

2h 39m 45s logged

IMPORTANT APOPLEXY ANNOUNCEMENT

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!

1
1
28
Open comments for this post

1h 32m 18s logged

APOPLEXY patch notes

The one about levels

New features

  • Early main menu with level selector
  • Speaking of levels, added a new level, called the “Stealth Compound” (this will not make it into the beta build lol it’s still a testing map)

Updated

  • Project updated to C++26 (from C++17)
  • Footstep sounds (went from looping 5 second clip to separate footstep files to easier align with movement speed)
  • Bumped version number on in-game overlay
0
0
11
Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Open comments for this post

2h 34m 53s logged

APOPLEXY

A ship won’t stop me from further updates ;)

New features

  • UI “framework” that helps me iterate even quicker (a bunch of stuff is still hardcoded though)
  • Decals, more about that in a future update
  • Slow motion win sequence for dramatic effect xd

Updated

  • Old “bio-link” panel gone, replaced by a more subtle healthbar at the bottom of the screen
  • General codebase cleanup and removal of old files
  • Revised PSX shader

I hyperfixated a bit too much on the aesthetics, I promise that the next few updates will actually be gameplay related.

0
0
40
Open comments for this post

2h 8m 25s logged

APOPLEXY
New features:

  • Redesigned UI

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:

0
0
16
Ship #1

I have reached a point in development where I can't wait any longer to finally show everyone what I've been working on!
The game is clearly still pretty barebones, but it is enough for a MVP.
I would love to see you guys try it out, and all my progress has been THOROUGHLY documented in previous devlogs, so I encourage you to have a look at those as well!
Please enjoy!

  • 14 devlogs
  • 19h
  • 19.11x multiplier
  • 360 Stardust
Try project → See source code →
Open comments for this post

54m 43s logged

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

0
0
10
Open comments for this post

1h 54m 57s logged

APOPLEXY
New features:

  • Weapon swapping animation
  • Shotgun reload rework
  • Quick melee system (+ shotgun reload pushback and damage)
  • Live noise testing for enemy AI

Updated:

  • Smarter AI, react to noise and being hurt
  • Platform-agnostic build system (except macOS)

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!

0
0
5
Open comments for this post

2h 57m 46s logged

APOPLEXY
New features:

  • New “Killhouse” map featuring some cheap lighting and wonky walls!
  • New enemy pathfinding built from the ground up (ability to walk around walls and avoid clumping into eachother)
  • Eyes.
  • Dynamic spread on all weapons based on horizontal movement speed
  • New shotgun utilizing this spread system, shoots multiple pellets that have random spread
  • New dynamic crosshair
  • More sounds

Updated:

  • Idle animation
0
0
79
Open comments for this post

1h 48m 57s logged

APOPLEXY
New features:

  • Whole new audio system with 3D audio
  • Sound effects for footsteps, shooting, reloading and hitting enemies

Updated:

  • A few collision bugs

Other:

  • Started logging my progress on TikTok (czapladaw67) and YouTube (ironfistdaw) as well.

the project is looking more and more like a game every day, really proud of it so far. 😇

0
0
8
Open comments for this post

59m 17s logged

APOPLEXY

New features:

  • Skybox
  • Updated pistol model, longer reload time

Updated:

  • World shader

i had a lot of fun adding the skybox, and i think the new model looks SO sick

0
0
5
Open comments for this post

2h 7m 13s logged

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)

0
0
24
Open comments for this post

1h 51m 1s logged

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!

0
0
15
Open comments for this post

1h 27m 21s logged

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!

0
0
9
Open comments for this post

30m 42s logged

i added some blood particles to the blood prisms that try to kill you with a custom particle system i wrote

0
0
10
Open comments for this post

1h 10m 26s logged

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.

0
0
10
Open comments for this post

36m 49s logged

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)

0
0
13
Open comments for this post

1h 1m 17s logged

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]

0
0
13

Delete project?

Are you sure you want to permanently delete this project? This action cannot be undone.

All devlogs, followers, and associated data will be removed.

Followers

Loading…