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Splattered - rewritten from the ground up.


Rob Janes
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We built up a lot of anticipation with 'Splattered' being posted as an Eclipse project over last winter. We had a few rounds of successful beta, but never truly felt it was exactly what we wanted. We ran into a lot of limitations using a tile-based engine for an action style game. The ability to move in only 8 directions and fire in 8 directions became a huge problem for us and our players. Rory had spent a lot of time making us very unique graphics, and Robin's code will not go to waste. We've merely tucked all of that aside for a rainy day.

We stood back and thought, "Well duck, now what?"

We managed to come up with another plan for the client. We made some minimal changes to the server code (save for the addition of new player coordinates in a 3d environment, and some other to-damn-hard-to-explain changes). The server was quite easy to port into our new environment.

The client sadly had to be written from the ground up.

This time, we opted to go 3D. We found a great little engine to suit our needs, rewrote the packet system and started hauling some good ass on development.

We started with the ability to import a height-map sent from the server and render the world and environment, then we created the functionality of editing the world in real time, and added 3D Meshes to the environment. Then came user movement, projectiles and NPC AI. At first, it ran well, until we started testing over the internet with some users. We ran into some latency issues, as the position of meshes, users and paintballs were always calculated server side and sent to the client very fast, causing a lot of network activity and FPS issues. We've since modified this to send only D3DVector directional movement between client/server on a frequent basis, allowing smooth movement for Users and Projectiles clientside while syncing the coordinates server side. We plan to do this with NPCs in the near future.

All that being said.

As it stands right now, we're far from where we want to be, but we are well on our way. We need to get a dedicated 3D artist for environment and character models, a UI artist to make our interface far more attractive than it's ugly state right now, and we also need to hammer out our additional systems like Clans, Various Additional Matches, Inventory, Achievements and Mac OSX Support via a 3rd party plugin.

You can feel free to check out what we do have, I cannot promise the server will always be up. We do frequent updates to the game as we make changes, but our updater allows you to get the latest version whenever we release it. So, if you're ballsy enough, join us! [www.samugames.com/paintball/SetupSplattered.zip](http://www.samugames.com/paintball/SetupSplattered.zip) install, run the game, and "Register" your account. Beware shitacular programmer art! It's everywhere!

![](http://www.samugames.com/paintball/PBN1.png)

![](http://www.samugames.com/paintball/PBN2.png)
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3D is awesome possum, definitely going to be a little more challenging. However, you should really do something about the shading. Looking at diffuse colors completely can kill some eyes. Other then that, looking great so far! Good luck with the project ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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Fugly is an understatement. Huge understatement.

We're actively looking for a 3D Artist and UI Artist, if anyone has interested, drop me a PM.

As for shaders, I really want to add to work on cell-shading at some point to have it truly feel like a cartoon paintball style game. The graphics are merely placeholders (royalty free models) for the time being until I can find an artist to do all of the 3d Art and ground textures within the same style.
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I wouldn't recommend anyone actively play it as it is. I wouldn't ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) It's still early in development at this stage, while the majority of the code is there for the base mechanics (projectiles, movement, NPC AI) there are still a lot of systems I haven't touched yet, Inventory, Equipment, Clans, Achievements. Perhaps come this winter, it'll be really playable for enjoyment.

Some people enjoy retro-2d games, some people like 3d. Just depends on the person. It may not be a game for everyone. We hope to appeal to a small niche market at least. It'll be completely free to play.

No, Robin & Rory are not involved with this build.

@ [JeffSventora](http://www.touchofdeathforums.com/community/index.php?/user/67519-jeffsventora/), In retrospect I should have immediately started with TrueVision3D 6.5 as it has some nice shaders included and is built on Dx9 while 6.3 that I'm actively using is built with Dx8 and lacks in shaders. Porting to 6.5 at this point is not something I want to try as it would require extra time and work that I just can't spare, not when 6.3 and Dx8 get's the job done to my standards. So I'd love some help. If you're familiar with TV3D6, I could definately use a programming buddy!

It's built using VB6 client/server, TV3D SDK 6.3, and Catalyst Socket CSWSK32.ocx for packet handling, not Winsock. It has a custom packet system, pretty simple actually, sends data in one long string, and on the receiving end, I try to flag each packet string identifier, such as "UPR" - Update Player Rotation, "SMM" - Send Map Mesh etc. (I keep a list of abbreviations heh). I use the Engine timer for rendering most items on the map, I use a timer to sync with the server to make sure things are in their proper location. I'm using plain text data storage, I may at some point upgrade to a SQL Database if it warrants it, but for the small amount of data being saved when a player connects and disconnects, I can't justify it at the moment.
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I've added a wide variety of game settings to the game pool today, some still need some tweaking but most seem to be functioning as intended.

The inventory system is complete as well, though it looks outstandingly fugly.

Next on the chopping block are stores/shops, followed by attempts to make the scene look better via lighting/shaders and shadows (though if I feel they are impacting performance, they'll be disabled or toggleable)

**Survival**

Objective: Defeat all Bots (NPCAI).

On Death: Eliminated - Back to Lobby

Prize: $50 to all surviving players.

Description: Players vs Players vs Bots. PvP and PvE enabled match. Anyone surviving when all bots have been destroyed is considered a winner.

**Elimination**

Objective: Be the last player alive.

On Death: Eliminated - Back to Lobby

Prize: $200 to last surviving player.

Description: One shot, One Kill. Getting splat places you back into the lobby immediately. Last surviving player wins.

**Free-For-All**

Objective: First Player to 30 splats.

On Death: Respawned on the field.

Prize: $100 to first player with 30 splats.

Description: First player to 30 splats wins.

**Team Elimination**

Objective: Last team to survive

On Death: Eliminated - Back to Lobby

Prize: $200 to last surviving players, $100 to all players who participated on the winning team.

Description: First team to eliminate the rival team wins.

**Team Deathmatch**

Objective: First team to 100 splats.

On Death: Respawned on the field.

Prize: $100 to all players on the winning team.

Description: First team to 100 splats wins.

**Capture the Flag**

Objective: First team to capture the enemy flag 3 times>

On Death: Respawn on the field.

Prize: $200 to all players on the winning team.

Description: Two teams spawn with a flag. You must steal the other team's flag and return it to your base. Rinse and repeat x3 to win the match.

**Tag**

Objective: Do not get converted to enemy team within the time limit.

On Death: Placed onto enemy team, respawned on map.

Prize: $500 to surviving player if goal obtained, $100 to winning team if all players converted.

Description: When the game starts, one player is flagged as 'it'. They must splat other players, converting them to their team. A timer of 3 minutes starts at the beginning of this match. Anyone remaining not tagged at the end of the timer wins the match.

**King of the Hill**

Objective: Penetrate enemy team defenses by entering their safe zone.

On Death: Eliminated - Back to Lobby

Prize: $200 to player who entered enemy safe zone, $100 to all players on winning team.

Description: Each time has a small 200x200 size safe zone. The goal is to keep rival players from entering this zone. As soon as a rival team member penetrates a safe zone, the match ends.

**It's Raining Paint**

Objective: Survive waves of enemy paint bombs.

On Death: Eliminated - Back to Lobby

Prize: $200 to all players on winning team.

Description: One team spawns in a 'God' like view, throwing bombs of paint at the ground to destroy the other team.
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Wow. It's truly an honor to witness Splattered for a second time.

Honestly, I was not expecting to see this game in a 3D setting. But, as long as Splattered's concept remains in there, I shall not complain in any form.

It is nice to see how much dedication you are putting into this game; it's absolutely worth taking a look.

I ask myself thought, when is the day that I'll have the chance to play this game? The severs appear to be offline as of current time and date. Too bad, ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png).
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Its only offline because the server is my laptop for the time being, and I'm currently at work, piggy backing off of my iPhone Hotspot to sit in my office (and work on Splattered) in between seeing patients.

There's a lot done on it in the last few days, but I don't want to show it due to the horribleness of the UI itself. I really really reaaallllyyy need a UI artist.
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Shadows for Meshes on the field + plus a new custom grass terrain and bales of hay! ![B)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/cool.png)

Working on rendering shadows for player models now.

![](http://www.samugames.com/paintball/shadows.png)
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Just some models that were created for the game ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) There's a lot of development work done, just nothing I'm ready to share yet tonight.

![](http://www.samugames.com/paintball/HayBail.png)

![](http://www.samugames.com/paintball/Tree.png)
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There's been an overwhelming request on Paintball and Gaming forums, and reddit, for some sort of 1st person mode, as at the end of the day, Splattered is a shooter.

I've spent the morning modifying the camera and movement controls to give you this

![](http://www.samugames.com/paintball/1stPerson.png)

You can still play in 3rd person mode as well
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