Yes awesome
I think you’re on the right track.
I know more about coding, less about art. My recommendation will be to focus on the mechanics and player actions more than the environment art + level design
Yes awesome
I think you’re on the right track.
I know more about coding, less about art. My recommendation will be to focus on the mechanics and player actions more than the environment art + level design
Finally after trillions of optimization attempts, hundreds of thousands of lines of code, images and 3d models this game can run on “low end gpu”. I managed to add vegetation to the map. Next clip, arena with inflated objects. Game modes similar to those of paintball with multiple cpu players and teams.
Special thanks to “zac”.
Awesome, the animations and arena looks cool - but it still looks so empty.
Like there is not much to do besides just walk around
Awesome, the animations and arena looks cool - but it still looks so empty.
Like there is not much to do besides just walk around
Hello, now I’m working on the other animations from real paintball games, it’s a bit more difficult because I have to do them myself. The arena is ready, it takes a long time because 80% of the 3d models and textures are made by me or remake free assets. The enemy system is ready, it just needs a few changes. After the animations are 100% completed, I’m going to make a library of 3d objects (vegetation, buildings any other) and a system to add and edit them from the browser (100% object-oriented programming), while the game is running, using a local server.
Redesign Paintball Game In Blender, Part 8 HTTP api server
This post contains the source code for the HTTP api server. The next post will contain the api functions that are accessed by the Godot graphics engine.
The utilities of this tool are the following: add or remove 3d object (from 3d objects library created by user) and any godot nodes while the game is running, generating tscn files with the elements added via webapi, to be added later and compile the final game. All 3d elements can be manipulated (scale, rotate, position and any other) using a ‘six axis’ game pad.
Good work mate !!!
Game development progress, maps and arena 100%, 3d objects 100% (spectators, vehicles, stands, lighting, buildings, vegetation …), animations 68%, sounds 100%, player collision 10%, webapi 100%.
The game system is the following, there will be two teams of 4 players each (the player with 3 AI players, and the other team 4 AI players). If a player is targeted n times he is eliminated, the winning team is the one with more players left at the end of the round which lasts a set time (5 min, 10 min …). If the real player is eliminated he will arbitrarily take control of an AI player from his team. At the moment the biggest obstacle is real-time collision for players not to enter objects or pass through the map.
The first real-time collision attempt is presented in this media document.
I managed to fix the collisions for the player and the camera, before the camera would enter objects outside the fence or under terrain, parts of the player would enter objects around them. I’ve lost interest in this game for the moment because I’ve learned a lot about game development and I’ve lost interest. But I’ll continue to finish it just out of curiosity to see a duel between the AI and the player.
Hello everyone, I’m currently having difficulties developing the game. The hardest obstacle is the animations because I have to make them from scratch, as well as the transition animations and ragdoll, meaning the body part reacts when hit by bullets. Another problem that I don’t know how to solve at the moment is the bullet decal for character3d. From now on, I will only post the progress and indicative images without clips published on YouTube.
Hello everyone, paint ball decal is finished, using direct texture painting and real time update alpha masks. This method can also be used for 3d characters. Soon I will upload a demo version with just a default terrain, fence, inflatable bunker, characters and basic animations. The only obstacle left is the animations that I will add to the uploaded project and post the updates. More details about this direct texture painting are in the Youtube video with id: AJBiAaPkyI8 .
180 / 5,000
Hello everyone, for an indefinite period I will not post anymore, the project in this post, and other future projects, will be published on GitHub: axenteflorin24 · GitHub.
After a year of 3D game scripting in Godot Engine, 3D modeling in Blender, I managed to complete this project. Because it’s been a while, wasting millions of searches and attempts, the big problem was the graphics card because on this graphics card all graphics and 3D models must be LOD (level of details). This project will be private, due to the complexity and time wasted, and only to study 3D game development.
I created a open source public version of this “Godot engine paintball game” project with periodic updates until the project is completed.
Status: in development and update of changes
Description: Offline paintball shooter game. In the game there are two teams of 4 players each, the Computer team of four ai players, and the human paintball team of three ai players plus the human player.The objective of this project is to create and design shooter games and is educational only, not containing materials that require licenses.
Game modes: the modes and rules from the real paintball game will be taken over plus practical minigames - target shooting.
New updates for this project, basic animations, gun and bullet have been added. The target is hit and counted only if it is touched by a moving 3d spherical bullet. The next and final update for this project will be with a mechanism system for AI players. More details in the link in the previous post
I just watched the first video and then scrolled through the topic, it’s quite a journey looking at all the changes and additions ![]()
I hope you take it to its conclusion. In a time of AI anxiety, it’s always nice to paintball some AI’s.
just watched the first video and then scrolled through the topic, it’s quite a journey looking at all the changes and additions
I hope you take it to its conclusion. In a time of AI anxiety, it’s always nice to paintball some AI’s.
The system I want to implement is similar to AI systems, except that here all parameters are known and there is no need for training and creating vector models. There is no point in creating trained models when all parameters are known. An AI like ChatGPT, Gemini Claude tries to imitate human behavior and cover all domains. For a PlayerAi there is no need to know how to create games, give psychological advice, or looking for perfect life advice…