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GI10H - Extreme Kork Paintball!

by John Kabus (BobTheCBuilder) · 07/15/2006 (2:24 pm) · 16 comments

www.synapsegaming.com/external/old-images/GI10H-Paintball-Title.jpg

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.


www.synapsegaming.com/external/old-images/GI10H-Paintball1.jpg

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


www.synapsegaming.com/external/old-images/GI10H-Paintball4.jpg

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.


www.synapsegaming.com/external/old-images/GI10H-Paintball3.jpg

GI10H - Extreme Kork Paintball Video (10M)

-John Kabus
Synapse Gaming
Bleeding Edge Indie

#1
07/15/2006 (3:04 pm)
OMG! You made a game! ;-)

Nifty!

T.
#2
07/15/2006 (3:42 pm)
looks nice!
how did you implement painting on dts? is it decals or texturing/skinning?
#3
07/15/2006 (3:42 pm)
So you went and did projected mesh decals? Gimme! =o
#4
07/15/2006 (8:40 pm)
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.
#5
07/15/2006 (9:10 pm)
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?
#6
07/16/2006 (4:03 am)
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)?
#7
07/16/2006 (1:08 pm)
That's pretty awesome! Give us the DTS painting code! :P
#8
07/17/2006 (1:37 am)
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
#9
07/17/2006 (7:31 am)
Give uss de preciou --- .dts painting resource! :)
#10
07/17/2006 (12:31 pm)
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?
#11
07/25/2006 (7:57 am)
Please consider realing your painting code as a resource. There are a lot of us out here that would love to have it.
#12
07/27/2006 (6:29 am)
Pleeease make the dts decal painting a resource! I've been dying to have this feature!
#13
08/31/2006 (3:30 am)
Any resource yet ;) Please ?
#14
01/06/2007 (12:51 pm)
Well no one has bugged you here about this for months now. Have you decided to release the code as a resource yet?
#15
01/11/2007 (1:39 am)
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?
#16
02/16/2007 (6:35 pm)
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?