I want to develop a game in godot engine on the theme of paintball. So far I have built a test scene. I am waiting for feedback if it is worth completing the project.
I don’t see any paint or balls, so I cant tell you if its worth
It will be difficult to tell you if it’s worth it without the paintball related mechanics not being in place.
Since I imagine that will be the most important aspect of the game, you’ll want to prototype that first.
In additional to seeing the gameplay mechanics, please tone down the music. It is very loud, and makes the video difficult to watch. My personal preference would be to do away with it completely.
Thank for the answers. English is not my native language and I try to express myself as grammatically as possible.
About the game, how soon I will add more graphic, mechanical and physical elements, and I will come back with a new clip.
@axenteflorin24 no worries your English seems excellent. Look forward to seeing a new prototype. Good luck with the coding!
i would change the art style. That “realistic” style would make any paintballs or color just more boring. I’m thinking something more like splatoon or cartoonist.
i would change the art style. That “realistic” style would make any paintballs or color just more boring. I’m thinking something more like splatoon or cartoonist.
It’s a good idea, but it takes a long time to make a single map. My idea is to make many maps.In the presented game, the paint will remain on the players and the objects on the map.
I managed to improve the system for bullets and keeping paint on objects. I’m currently testing the AI ​​system for enemies, and in the future probably a network system for real players. This game will probably be open source for everyone.
That’s certainly an upgrade from the first prototype. Is it fun to play? Does it feel like there is something there for you?
Godot Paintball game final arena design. In this clip, is present final design of scene and realistic multicolor bullets. In the next video (approximate 2025 or 2026) is presented final game only ai enemy.
In this post, the enemy system I designed and a clip with the player animations are presented. How I designed the AI ​​system. After spawning, it will move to the nearest obstacle, wait there randomly for a few seconds and move to a random obstacle and resume waiting randomly, if the player approaches its area it tries to attack, if it receives more than ten hits it moves at speed to an obstacle opposite the player, after a random period it resumes patrolling towards random obstacles.
The difference between the easy and hard level consists of the time it stays out of cover during a duel, and the accuracy rate of targeting the player.
I’m waiting for opinions about the AI ​​system, or a good version.
In this clip presents the next part of the “enemy ai” system. If the “enemy ai” system is successful, it will follow the team system of eight players (real player plus three ai players vs four ai players)
When it comes to realistic graphics, you need to crank up settings and create many texture maps (which take time) to prevent the game from falling down in the uncanny valley.
It also seems like you’re using free textures from a marketplace, which are usually difficult to work with, especially rigged models with obsolete bones.
These overcomplicated rigs can prevent some people from making their own animations. Meaning they have to get even more free assets. Since these assets are free for everyone, your game won’t look unique at all.
Stylization, on the other hand, doesn’t need to be difficult. Although I was just hating on free assets, I like to get free realistic textures, import them into Blender or any other 3D software, and edit their materials.
Since you have more customization now, your game can still look good and unique without insanely high graphics, also making it more accessible to other players!
I know solo devs can pull off realistic graphics, but it is extremely difficult.
These are just some words of advice and you are free to do what you want
If you are aiming for realistic graphics I would recommend you learn how to 3D model and paint/generate textures.
When it comes to realistic graphics, you need to crank up settings and create many texture maps (which take time) to prevent the game from falling down in the uncanny valley.
It also seems like you’re using free textures from a marketplace, which are usually difficult to work with, especially rigged models with obsolete bones.
These overcomplicated rigs can prevent some people from making their own animations. Meaning they have to get even more free assets. Since these assets are free for everyone, your game won’t look unique at all.
Stylization, on the other hand, doesn’t need to be difficult. Although I was just hating on free assets, I like to get free realistic textures, import them into Blender or any other 3D software, and edit their materials.
Since you have more customization now, your game can still look good and unique without insanely high graphics, also making it more accessible to other players!
I know solo devs can pull off realistic graphics, but it is extremely difficult.
These are just some words of advice and you are free to do what you want
If you are aiming for realistic graphics I would recommend you learn how to 3D model and paint/generate textures.
All the graphics, 3D models, and animations are under a free license. You’re right, all the free elements have to be rebuilt from scratch and are not well optimized. I want to make a perfectly functional game, the graphics and animations rebuilt from scratch, only after I make sure that the game is perfectly functional.
Test Version Gameplay. Next I will have to play many tests to develop a dataset with more variables for a finer accuracy of the AI ​​system. The next version will possibly contain more fluent animations and the team system. The graphic part remains the same, only the repositioning of the obstacles and the addition of new types of obstacles and other levels.