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czapla

@czapla

Joined June 2nd, 2026

  • 15Devlogs
  • 1Projects
  • 1Ships
  • 15Votes
working on Apoplexy
c++ lover
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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:

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:

Replying to @czapla

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Ship Pending review

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!

  • 15 devlogs
  • 21h
Try project → See source code →
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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

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

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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!

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!

Replying to @czapla

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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

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

Replying to @czapla

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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. 😇

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. 😇

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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

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

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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)

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)

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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!

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!

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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!

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!

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38m 16s logged

video below, but i added some visual candy to the project. i like my games to feel niceeee

video below, but i added some visual candy to the project. i like my games to feel niceeee

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30m 42s logged

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

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

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51m 34s logged

finally finished the muzzle flash. it was suuuch a pain but adds a lot to the feel of the gun.

finally finished the muzzle flash. it was suuuch a pain but adds a lot to the feel of the gun.

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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.

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.

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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)

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)

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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]

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]

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