After resource-exploiting companies destroyed the forestial town of Apex City, it is up to you, lone Apexian to take the role of mayor and to rebuild Apex from the ground up! Combining mechanics from city builders such as SimCity and from roguelites such as The Binding of Isaac: Rebirth, Apex Revenge is a fun, comedic, highly replayable city builder designed for accustomed planners and newbie players alike. Each time you play, you start with a power-up and a disadvantage. What will you build? (Graphics WIP)
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.
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.
I also added a pause menu, which made me realize that the "school" tile was transparent.
Pause menu in action
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?
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!
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 you next time!
-Safariminer
This week in Apex Revenge development: Lots of lore-related sh*t I can't talk about without spoiling the entire plot of the game. And also the todo list...
This devlog talks about how the game's engine progressed, how its soundscape evolved, and how its cheater playerbase got a treat(?)
You can now try out the game! ^w^ Also, there's Lua and better money management.
Here's a short explanation of the game and what are the plans for it!
This is the first prototype upload of Apex Revenge! Windows 64bits only.