-The game is very much in alpha. This means major issues are sure to happen (like server locking up, lag spikes, and general mayhem.) If you run into any issues, please send some feedback through the game's feedback button, this will help us track and fix the issues as fast as possible
-This game is also very ping dependent for smoothness in gameplay. Right now there is only a U.S. West server running, if you get over 100 ping regularly to the server, you will most likely have a degraded playing experience (controls may be laggy.)
Hi everyone,
It's been a while since I've poked around here, but I wanted to share something a buddy and I have been working on these last few weeks.
TL;DR: Developed a new online multiplayer 2D paintball/speedball "simulation" game, need feedback, wanna release it soon.
The idea is to create a 2D simulated speedball experience, and by this I mean trying to re-create the true feel, strategy, and gameplay of playing tournament speedball. I believe that getting all of the "small" details right is what can really make this game work even in a 2D environment.
This game is inspired by 1 game in specific; many many years ago I played a 2D paintball game called X-ball v2.8 which I really liked; I still play it today sometimes, it's even been updated to v3.1 semi recently, and at the time it mimicked playing speedball almost better than any blockbuster game out in the market, it still kind of does.
With that said, I've always wanted to create a Multiplayer paintball game that is "accurate/simulation" enough that actual players/teams could possibly use it to practice for events and employ real strategies that they can carry to real life pball events. I also wanted this game to be very accessible (meaning easy to play / no install / no download / free2play / PC (keyboard+mouse) etc.) So in turn, this game will be less about graphics and more about actually getting the "feels" of high-caliber paintball in 2D.
We have a lot planned for this game if it shows the interest that I hope it will.
Current in-game features (pre-alpha/proof of concept)
No install, play straight from your web browser.
Multiplayer with accurate netcode (60+ Tick)
Accurate/Real ball physics, velocities, teamplay, and sounds (near/far, left/right) are some of our highest importance to get absolutely correct.
High/Low bunkers with crouching, standing, sprinting, jumping.
-- Gameplay mechanics that allow "bunkering" when shooting close to low bunkers/players
-- Playing too far away from a low bunker allows you to shoot over and be shot
Realistic velocity/angular calculated bounces/splats off of all objects including players.
Hold Shift for "granular" level control. This will be used to play bunkers tightly and realistically with accurate controls for peaking and shooting.
Change gun position from left to right handed on the fly. This will make you play bunkers properly for the best angles.
Mouse to aim, WASD to control player, right and left click for shooting, CTRL to crouch, Space to jump, F to sprint, R to reload, Shift to "walk/lean/"granular control" etc... click Both mouse buttons as fast as possible for "ramping" mode.
Current TODO list (alpha)
Game mode mechanics (PSP race 2 format)
Game play mechanics (reloading, pods, scoring, dead boxes, flags, rounds)
Graphical enhancements (lots of neat stuff planned)
Public website / Game management pages
In-game voice-chat and chatbox
Future plans for the game
Free-2-play game model
Field creator
Weekly/Monthly team tournaments with real fields from real events
"Clans" / Team creation / management / scrimmages
"RPG, full game mode", create/customize and build your character, level up with play, upgrade stats / guns / player mechanics (all players can be created differently, ie. backplayers carry more pods, offset by being slower moving and bigger targets, front players, quicker, smaller, less paint etc.)
Full player/team customization (colors, jerseys, numbers etc.)
Player stats / team stats / charts / leader-boards
Possible "matchmaking" for player / team skill
Too much to list
I would love everyone's feedback, any feedback, we just want feedback! We may also be looking for testers soon, and maybe a graphic artist.
tech demo (make sure to watch Fullscreen in 1080p/HD, 100% audio if possible)
*Note... this game is in VERY early stages (only about 2 weeks in development), but hopefully pball players will be able to see the level detail/simulation we are trying to create!
Long overdue update
After a long break, we finally got back to the project. We realized a functioning A.I. was necessary for a launch, so we spent the last week putting that together; Along with getting server load under control (porting the entire game to Java,) things are coming together quite nicely.
Here's a little teaser...
We will be releasing an open alpha very soon @ 2DPaintball.com.
It can be done. These guys made a fan-made tennis game that is better than any commercial game that can be bought on console. They've gone as far as taking real photos of real courts at real tournaments and putting the computer-generated players on that and gameplay looks and feels tremendously realistic.
You could figure something out... I mean GHPS2 was on the right track but still a little too cartoony. Not a big enough budgest obviously but a fan-made speedball game could touch up on more realism like this tennis game has.
What is it in someone's head that makes people thing that they need to come to the " Off - Topic " and
" Small Talk " sections of pbnation to post about a ****ing paintball related game that nobody plays more than once for 10 minutes just to ignore something important...
Here's a few updates we've been working on as of lately on our spare time!
- Building the website for beta launch & Optimizing/Load testing the code for max users/fields.
- Created a game UI (match & player/team stats, sprint/hopper fill bars, pods left, scoreboard, timer etc.)
- Created a full game mode mechanic (race to 5, players queuing for matches, field/staging)
- Implemented basic user customization per player (paintball shell color & fill color, jersey color & hair color)
- Added shooting/ball breaks with velocity variations, and swabbing mechanic
- More sounds added for bunker hits, net hits, player hits, gun sounds, reloading
- Alpha testing (fine tuning) to make sure to get all physics as close as possible "feels wise."
- Will be testing 10 mans soon, in which I will take another video showing all the progress and the new game-play.
** May also be looking for alpha testers very shortly to help us with the 10 mans, testing, and feedback...
** PM me if interested.