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Showing posts from June, 2012

The future of paintball

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Not next year. Not even ten years from now. Most folks don't seem that interested or seem to assume that things will just continue along roughly the path they've been on so far. Unfortunately for them the future would say otherwise. There's a technology on the horizon that could   will  make paintball, airsoft, RAM, CoD and just about everything else redundant. It already exists in a primitive form and there are no real technological breakthroughs still needed. It will let you feel hits like paintball, will no longer rely on honesty, and it'll revolutionise the spectator appeal of the sport. It's called Augmented Reality, and maybe you already have it on your phone in a basic form. Meanwhiles google are actively developing it in the form of Google Glasses:- A little exaggerated! Here's how it would work. Everyone has some special gear - at minimum goggles and a gun, but potentially more if you want to feel hits via small electric shocks (see IRTac...

How to make a paintball game.

If you're going to make a paintball game, you need to do it like this. Focus on one league only, like the PSP. Ignore woodsball because that's better served by games like CoD, and because paintball is a small market and you dont have the cash to throw around on redundant content. Focus on the gameplay first and foremost. Capture the experience. What does a team have to deal with at a major tournament? Weather affects sliding distances and stamina. Refs running around can be distracting. Crowd noise and coaching. Individual skills unique to paintball need to be included to get the feel right. Reloading while shooting is a big one. Slides, dives, running and gunning, communication. All of this could be built into an RPG system *if* you have the time and money. Use a new distribution model like steam, XBLA, PSN. Don't waste money putting boxes on shelves. Get the basic gameplay right before worrying about how many markers you have in the game. You can add that sort of ...