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Post news Report RSS Devlog 4: Letting residents sleep. Finally

This week, watch me furiously implement a clock, something to let the player take a breath, and occasionally, play with a controller (although why would you?).

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Hey y'all! I'm Safariminer, and this is the fourth devlog for Apex Revenge! Apex Revenge is a roguelite city builder where you get a buff and a debuff each game. Games are meant to be short but intense(WIP KEKW).

This week, I implemented a day/night cycle, a pause menu, and made the entire game compatible with controllers.

Letting residents sleep. Finally.

I am, myself, an insomniac. I don't sleep much and I've realized the only times I decently slept recently were those where a hypnic jerk occured, which is the medical term for that falling thing you feel when you go to bed. ANYWAYS, I implemented night-time in the Strategy Mode. I'm going to add it to Freebuilder as soon as I add utilities to it.

Demonstration of night.


Let's take a brief moment to think, alright?

I also added a pause menu, which made me realize that the "school" tile was transparent.

Pause menu in action


STEAM DECK VERIFIED!(not really, I would've tried on my deck but I'm too lazy to try)

Controller support has been added to the game. You can now play with a controller. The game is best suited for mouse control though so why would you?

So I'm pretty much documenting everything ever in the history of the game.

I'm doing some progress on the game's wiki over on Github. It isn't that useful for informations since I don't plan to make a game where having a wiki open is required. YET.

The page of the wiki about versions and stuff


The wiki is available over here!

UNICP, fragMan, audiFrag, slowdowns, and the future of Apex Revenge

I plan to release Apex Revenge 0.0.7 in May. I will then release 0.0.8 shortly afterwards. Progress will soon afterwards perhaps speed up to crunch, then slow down to a halt. The reason for this is that, next year, I enter a tech school, pretty much the only one in Quebec for my year I'd say, called PISC. At PISC, the students create a project they must present afterwards to their class, called "Projet Intégrateur". I, for one, already know what I want to do as my Projet Intégrateur, and it is pretty far from Apex Revenge. In fact, the game I want to create, audiFrag, on the soon-to-exist fragMan engine, is a multiplayer first person shooter based on economy. It's somewhat of a mix between Diablo, Selaco, Postal Brain Damaged, and Trackmania. To save Apex Revenge from never getting finished, I've decided to invent something that would contribute to both fragMan(and subsequently audiFrag) and Apex Revenge, called UNICP: Universal Networked Inventory Chain Protocol. As soon as I have a better implementation and schematic for it, I'm going to write an entire devlog about its integration and what it is here. It basically allows players to create and distribute items in a similar way to a blockchain, using ownership trails and specific account systems. It could be used for custom content in Apex Revenge, as well as potential weapons and maps in audiFrag.

See ya!

See you next time!

-Safariminer

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DinkDonkStudios
DinkDonkStudios - - 6 comments

The UNICP sounds like an interesting idea!
Interested to see how that's going to work, is it going to use a blockchain to store the items?

Keep up the great work!

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