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.