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GI10H - Extreme Kork Paintball!

GI10H - Extreme Kork Paintball!
Name:John Kabus (BobTheCBuilder)
Date Posted:Jul 15, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for John Kabus (BobTheCBuilder)

Blog post



My GID team and I (my brothers Alex and Ross) were bored waiting for the next GID, so we got together for a mini-GID or GI10H - a game-in-10-hours. This time around we made the theme "paintball", and our game features everyone's favorite orc; Kork.





Our GID rules were simple:

-Start with a stock Torque Lighting Kit (TLK)
-No code changes allowed other than applying paint to DTS objects
-Ross and I mixed up our roles a bit (Ross worked on scripting and GUI, and I worked on modeling and DTS painting)
-Alex worked on interior and texture creation
-And we only had 10 hours to complete the game





This GID was a blast and the game is awesome to play. Everything apart from the DTS painting is stock TLK with some very creative use of TLK features by Ross (all in script), and even with switching roles we pulled it off in only 10 hours.





GI10H - Extreme Kork Paintball Video (10M)

-John Kabus
Synapse Gaming
Bleeding Edge Indie

Recent Blog Posts
List:09/06/08 - SunBurn Sneak-Peek (Part 1)
02/12/08 - GDC, "SunBurn" Beta, and Write-up on Ziggyware
06/19/07 - Game in a Day 21 - Adventure Game
04/24/07 - Constructor and Torque - Mapping in Style
03/05/07 - GDC, Growing support team, and more
08/05/06 - The Year Long Cycle and IGC
07/15/06 - GI10H - Extreme Kork Paintball!
05/02/06 - Torque Lighting Kit - Demo and Visual Studio 2005 Express

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Tom Bampton   (Jul 15, 2006 at 22:04 GMT)
OMG! You made a game! ;-)

Nifty!

T.

bank   (Jul 15, 2006 at 22:42 GMT)
looks nice!
how did you implement painting on dts? is it decals or texturing/skinning?

Paul /*Wedge*/ DElia   (Jul 15, 2006 at 22:42 GMT)   Resource Rating: 5
So you went and did projected mesh decals? Gimme! =o

John Kabus (BobTheCBuilder)   (Jul 16, 2006 at 03:40 GMT)
Tom, when is the next GID?!? We're dieing over here :P

Bank and Paul, the code dynamically skins decals onto the DTS. It's efficient and it also makes it easy to limit painting to the affected area instead of projecting through the object onto its reverse surfaces.

Paul /*Wedge*/ DElia   (Jul 16, 2006 at 04:10 GMT)   Resource Rating: 5
I can't believe you can just go and add something like that for a mini game project, so not fair @_@. That would be awesome for adding all kinds of dynamic damage indication or tons of other things, any plans to make it into a resource?

Tom Perry   (Jul 16, 2006 at 11:03 GMT)
Yea a resource would be great! This mean you can apply blood to the areas where you have been shot (like in the Conflict series)?

Jesse (Midhir) Liles   (Jul 16, 2006 at 20:08 GMT)
That's pretty awesome! Give us the DTS painting code! :P

BrokeAss Games   (Jul 17, 2006 at 08:37 GMT)
Man, yer making me miss my VM68 w/ dual constant air and custom barrel...
Good times!
Love the ammo hopper graphic.
I'm thinking bullet holes for the paint marks?
GID, wow, just shows what a powerful dev can do.

Ari

Chris \"C2\" Byars   (Jul 17, 2006 at 14:31 GMT)
Give uss de preciou --- .dts painting resource! :)

Jeff Murray   (Jul 17, 2006 at 19:31 GMT)
Cool ... especially for 10 hours!!!

The splats on the players looks very cool! I'm putting together a paintball game and will be looking into this soon .. any clues on how it's done?

Ron Nelson   (Jul 25, 2006 at 14:57 GMT)
Please consider realing your painting code as a resource. There are a lot of us out here that would love to have it.

Jacob Dankovchik   (Jul 27, 2006 at 13:29 GMT)
Pleeease make the dts decal painting a resource! I've been dying to have this feature!

Alienforce   (Aug 31, 2006 at 10:30 GMT)
Any resource yet ;) Please ?

Ron Nelson   (Jan 06, 2007 at 20:51 GMT)
Well no one has bugged you here about this for months now. Have you decided to release the code as a resource yet?

Ron Nelson   (Jan 11, 2007 at 09:39 GMT)
Since I am trying to make my own code on this, and having some success, I wanted to ask some questions about yours.

1. Does your system place decals based upon tris or is it a texture layering system that places the layer by coordinates?

2. Does your system only work on player models?

3. Does your object that recieves the paint have to be one solid mesh or can it have linked meshes?

Ron Nelson   (Feb 17, 2007 at 02:35 GMT)
OK my version really doesn't work at all it seems. The darn thing doesn't have any real accuracy in location. So I am forced to ask again if you have reconsidered?

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