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czapla

@czapla

Joined June 2nd, 2026

  • 25Devlogs
  • 1Projects
  • 1Ships
  • 15Votes
working on Apoplexy
c++ lover
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!

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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!

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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™!

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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!

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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!

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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.

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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!

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Reposted by @czapla

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!

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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!

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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
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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.

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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:

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Ship

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!

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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

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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!

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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
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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. 😇

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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

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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)

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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!

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