Unity. (previously Raylib w/ C++26)
It is a prototype, a MVP of what I eventually want this project to evolve into.
If you want to know more about what this project WILL be in the future, keep reading!
Apoplexy will be a brutal stealth first person shooter. Instead of the typical “movementslop” indie shooter, Apoplexy will put stealthy gameplay first, with more intense engagements being kept as optional.
PSX shader and simple low-poly models so I don’t spend hours finding the best looking assets, and rapid iteration. The game will feature a dark and gritty atmosphere, with dimly lit, urban environments. Some examples for levels: Abandoned apartment/house, claustrophobic alleys, streets with heavy rain and dim street lights. The player is actually controlling a cyborg/terminator/robot type humanoid through some sort of interface. Therefore, the game will feature terminal aesthetics in the hud, menus and other screens, with japanese writing here and there for effect.
The player will do their best to stay silent, and use cover to sneak around and eliminate their targets without being discovered. They will utilize silenced weapons, close quarter melee combat and takedowns (?) to get rid of the opposition. They will be able to lean outside of their cover to take a quick headshot on an unsuspecting enemy. They will be able to come up behind an enemy and stab them in the back to make even less noise.
If it ever comes to it, the player will have access to louder weapons, at the cost of risking a lot more. For example, if they find themselves in a situation where they have been detected, and the enemies are coming from all sides, they can bring out a shotgun and start blasting if they choose.
Due to my lack of skill in animation, the game will use a lot of procedural animations for shooting, melee attacks, and more.