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!
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
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!