PAINFRAME Development Blog #1
by Matt Motsinger · 05/26/2009 (7:35 am) · 3 comments
Hello GG Community, I am just sharing some more info, this time related to our first production, PAINFRAME. FPS* with 3 Episodes includes 15 Chapters and 75 Objectives.
*Me and Maxim are bouncing this back and forth. FPS vs TPS

Development Team So Far:
Producer: Matt Motsinger
Project Manager: Maxim Lyulyukin
Main Programmer: Matt Motsinger
3D Artist: Russia's Finest
3D Animators: Russia's Finest
3D Map Makers: Russia's Finest
Concept Artist: Herman G aka openanewworld conceptart.org/forums/showthread.php?t=152372 Image Heavy - Some Mild Nudity!
CG/Art Budget: $15,000.00
Misc/Kits/VoiceOvers/Ad Budget: $ 5,000.00
Story in short:
PAIN4HIRE: Chapters 1 - 5
The normal timeline is broken when scientist travel to the future to acquire technology advances they bring back a AI that builds the PAINFRAME super computer that builds a army of cyborgs. The government leaves the planet and its left up to a group of ex-militants with ties to the government secret projects division.
PAIN4LIFE: Chapters 6 - 10
In defeat the PAINFRAME super computer travels into the future to build a super army of robots. The stars of PAIN4HIRE travel into the future to find PAINFRAME in their absence the PAINFRAME computer returns with a super army of robots hell bent on revenge the city's only hope is in the hands of the stars of PAIN4LIFE.
PAIN4EVER: Chapters 11 - 15
In defeat the PAINFRAME super computer takes an army of soldiers to our distance past when man is to feeble to hold a resistance doing this at the same time stars of PAIN4HIRE returning to the past creating a time rift so when they get back the whole planets one big machine.
Development:
In my last blog I forgot to mention that I have a fair amount of Torque Xp since I have bought every engine been a AO when available but even with TGE, TGEA, T3D without content you have no game. I have read every GG press and thirdparty Torque books so I am ready to get some art follow the story and make a descent Sci-Fi FPS(lol).
Deadlines:
06/15/09 Editor Final Draft of Story
06/20/09 Prototype Level for Game
06/20/09 Concept Art for UNE City
06/20/09 First CG Characters
... TONS OF STUFF ...
11/28/09 All Game Content Complete
... TONS OF STUFF ...
03/01/10 Ad Campain
05/02/10 Game releases on Steam and Website!
First Draft - Test Main Start up Game GUI Flash Version!
I am sending a request to use a hull texture instead of blue metal.
Also debating the gui to be more open where it can be relative in all resolutions. Prefer semi jumbo, will be small in hi-res.
www.bitSlap.me/menu.swf
Man, team wants a prototype level and have no actual modeling skills so this time I used the Internet to acquire some basic assets, good new the Stick and Twigs is updating for T3D I have the urban pack and a few others and I hope they soon too will have updates then I will be able to make a more rich environment for the prototype.
Looking forward to GMK T3D release sometime real soon, this will allow for some very nice environment interaction for the prototype.
With T3D beta2 rocking and rolling got a chance to mod the build a little and I'm so impressed with the advanced lighting and new material system in T3D. What you see in 3DSMax you see in game! Collada is so sweet and T3D is smart as well when dealing with material and assets.
Mods to the Build:
1) The Gun is placed in First Person with a Eyeoffest the matches the current model hand position. This keeps the gun from flickering on and off, also renders correct shadow on ground when in First Person. As a side effect you can get a decent rocket jump off since the gun and model are aligned.
2) Custom Weapon
3) Custom Ammo
4) Custom Health
5) Custom Crosshairs
6) Custom PlayGUI
Prototype beta2 build as of 5/25/09.
FPS HD Clip - PC Game=Mouse Keyboard
www.youtube.com/watch?v=aleSKAyDH9w
TPS HD Clip - lol this is why I dont like TPS via mouse keyboard!
www.youtube.com/watch?v=Y7I4y914rcs
FPS! -> ThumbsUp
TSP! -> ThumbsDown
Outsourcing! -> ThumbsUp!
Cya' Around!
OmegaDog
*Me and Maxim are bouncing this back and forth. FPS vs TPS

Development Team So Far:
Producer: Matt Motsinger
Project Manager: Maxim Lyulyukin
Main Programmer: Matt Motsinger
3D Artist: Russia's Finest
3D Animators: Russia's Finest
3D Map Makers: Russia's Finest
Concept Artist: Herman G aka openanewworld conceptart.org/forums/showthread.php?t=152372 Image Heavy - Some Mild Nudity!
CG/Art Budget: $15,000.00
Misc/Kits/VoiceOvers/Ad Budget: $ 5,000.00
Story in short:
PAIN4HIRE: Chapters 1 - 5
The normal timeline is broken when scientist travel to the future to acquire technology advances they bring back a AI that builds the PAINFRAME super computer that builds a army of cyborgs. The government leaves the planet and its left up to a group of ex-militants with ties to the government secret projects division.
PAIN4LIFE: Chapters 6 - 10
In defeat the PAINFRAME super computer travels into the future to build a super army of robots. The stars of PAIN4HIRE travel into the future to find PAINFRAME in their absence the PAINFRAME computer returns with a super army of robots hell bent on revenge the city's only hope is in the hands of the stars of PAIN4LIFE.
PAIN4EVER: Chapters 11 - 15
In defeat the PAINFRAME super computer takes an army of soldiers to our distance past when man is to feeble to hold a resistance doing this at the same time stars of PAIN4HIRE returning to the past creating a time rift so when they get back the whole planets one big machine.
Development:
In my last blog I forgot to mention that I have a fair amount of Torque Xp since I have bought every engine been a AO when available but even with TGE, TGEA, T3D without content you have no game. I have read every GG press and thirdparty Torque books so I am ready to get some art follow the story and make a descent Sci-Fi FPS(lol).
Deadlines:
06/15/09 Editor Final Draft of Story
06/20/09 Prototype Level for Game
06/20/09 Concept Art for UNE City
06/20/09 First CG Characters
... TONS OF STUFF ...
11/28/09 All Game Content Complete
... TONS OF STUFF ...
03/01/10 Ad Campain
05/02/10 Game releases on Steam and Website!
First Draft - Test Main Start up Game GUI Flash Version!
I am sending a request to use a hull texture instead of blue metal.
Also debating the gui to be more open where it can be relative in all resolutions. Prefer semi jumbo, will be small in hi-res.
www.bitSlap.me/menu.swf
Man, team wants a prototype level and have no actual modeling skills so this time I used the Internet to acquire some basic assets, good new the Stick and Twigs is updating for T3D I have the urban pack and a few others and I hope they soon too will have updates then I will be able to make a more rich environment for the prototype.
Looking forward to GMK T3D release sometime real soon, this will allow for some very nice environment interaction for the prototype.
With T3D beta2 rocking and rolling got a chance to mod the build a little and I'm so impressed with the advanced lighting and new material system in T3D. What you see in 3DSMax you see in game! Collada is so sweet and T3D is smart as well when dealing with material and assets.
Mods to the Build:
1) The Gun is placed in First Person with a Eyeoffest the matches the current model hand position. This keeps the gun from flickering on and off, also renders correct shadow on ground when in First Person. As a side effect you can get a decent rocket jump off since the gun and model are aligned.
2) Custom Weapon
3) Custom Ammo
4) Custom Health
5) Custom Crosshairs
6) Custom PlayGUI
Prototype beta2 build as of 5/25/09.
FPS HD Clip - PC Game=Mouse Keyboard
www.youtube.com/watch?v=aleSKAyDH9w
TPS HD Clip - lol this is why I dont like TPS via mouse keyboard!
www.youtube.com/watch?v=Y7I4y914rcs
FPS! -> ThumbsUp
TSP! -> ThumbsDown
Outsourcing! -> ThumbsUp!
Cya' Around!
OmegaDog
Torque 3D Owner Edward Smith
Great concept art looks very cool.