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Co-Op Paint Ball Shooter (Name still to be decided) (Forums : Ideas & Concepts : Co-Op Paint Ball Shooter (Name still to be decided)) Locked
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May 22 2015 Anchor

Hey everyone,

A quick intro from myself i have been working in games for the past 2 years as a environment / asset artist and have always loved playing and watching games so i after going through many ideas i have decided to actually make one that i believe could be exciting and fun.

About the Game:

The game will be a fast paced fun co-op action shooter where the player has the ability to control vehicles and destroy buildings using an arsenal of paint to take out their enemies alongside their friend.

Visually it will be comparable to the Timesplitters franchise with a bit more colour to make it more vibrant and use the aesthetic of paint to its advantage.

Similar games it takes after:

  • Portal 2
  • Time Splitters
  • Team Fortress
  • Overwatch

Age it is aimed at: 12 - 24

Platform: PC first then depending on how much needs to be adapted Xbox

Mode that will be available in the first Iteration: 2 vs 1000 (swarms of enemies)

Planned Modes:

  • Death Match
  • Tower Defense
  • Survival

Visual Style: A strong mix between TeamFortress 2, Timesplitters, and Super Mario Sunshine

First Demo level will be in a high school

Paint Types and Elements:

  • Standard (Pink) - The standard slug paint bullet this has no special properties it can be used to break down ice patches after a short period
  • Fire (Red) - used to burn enemies, burn things, and just burn EVERYTHING lasts for a short time can also be used to create a fire type wall on the floor for short period of time
  • Ice (Light Blue)- Slows enemies down but can also be used on the floor to move faster around the map and make walls brittle so that they can be broken down when on the floor anyone who walks over it is sped up
  • Mud (Brown (May change due to environment))- Hard bullets used to slow people when walked over on the ground or break brittle walls
  • Ghost (Green)- Can be used to fire through a wall however it only passes through a short way or it can be used on a wall to allow the player to pass through the obstacle
  • Gravity (Purple)- Allows the player to jump further and reach higher heights it can also be used to stick enemies to walls when fired at them, and suck enemies within an area together
  • Electric (White/Light Blue) - Paralyses Enemies when walked over or can be used as a snipe ability to call down a spark of lightning on one enemy

Example of the colour can be seen below

Paint Colours

In game Weapons are a mix between a super soaker or water gun and their real life counterpart

  • Pistol - Everyone starts with this the basic gun to get the player started can hold most ammo types except Explosives, Ghost, Gravity and Electric the disadvantage to this weapon is it is relatively weak when compared to other guns in the game
  • Revolver / Magnum - the classic western pistol this is vastly more powerful than the standard pistol and can shoot the same weapon types but can also shoot the Explosive and Ghost type bullets at the enemy however it holds less ammo than the pistol and can only shoot 6 bullets before having to be reloaded  however the reload time is the same as the standard pistol
  • Shotgun - Fires in a wide spread and can only really do damage when up close and personal to the enemy if it hits a wall or floor from a distance the paint fields it creates are spread out and small but when fired close to a floor or wall the spread is more focused.
  • SMG - Fires in very fast bursts however can only fire standard bullets at the enemy the advantage is it can fire them much faster than any of the other guns and reloads quick
  • Assault Rifle - The assault rifle is picked up on the map and is the standard weapon that most players would use for shooting and shooting it can hold all of the paint types above and can fire in quick bursts.
  • Rocket Launcher - This can fire only the elemental paint types or the explosive paint type it has a wide range of effect so the areas that hit the floor will be fairly wide it does a large amount of damage but it can only hold 3 shots at a time and must be fired rather slowly with a long reload time
  • Elemental Cannon- This gun harnesses the power of elemental paint and instead of shooting bullets will fire it in a beam or stream at the enemy causing mayhem the disadvantage to this is that unless you use the mud element you will be unable to break objects or break through terrain.
  • Paint Bomb (Grenade) - Holds any element the player wishes and causes devastation in a slightly smaller area than the rocket launcher the player can only hold 3 at once.
  • Proximity Mine
  • Giant Sponge Fist Boxing Gloves

Level Items: 

  • Water pills to restore health
  • Paint Balls for ammo comes in different crates to represent different ammo types for guns
  • Speed Boosts
  • Damage Boosts
  • Jump Boosts
  • Also vehicles the player will be able to use in the level will be available from catapults to bmx's

Character Development:

  • Character Classes:
    • Engineer - Allows the player to set up turrets on the ground and repair vehicles primarily a class that would support others and boost up vehicles on the map when used by the class
    • Assault - The class that allows the player to boost their rapid fire guns and get more health the general goto class for people who just want to get in and shoot stuff
    • Assassin - The sneaky soldier that can take enemies out from afar or blast them away up close with a well aimed pistol shot this is the class for those players that want to stay out of the line of fire
    • Hot Shot Class - The class that is your western shooter powering up the pistol and to counter the disadvantage of the pistol this class is able to duel wield but can only ever use the pistol weapon and all vehicles.
    • Manic Masochist - The class that is all about causing chaos they power up their weapons and have a pet as their special which can run in and explode causing massive damage to anything it hits it can use all weapon types however is suited to duel wielding SMG's or the Shotgun
  • Talent / Upgrade System
    • A system will be in place that allows character development between the characters however the talent system will cross over to each of the different environment periods so that the player does not have to keep re-applying the talents each time they play.

This is a short summary of the entire game there is a much longer word document already fleshed out and ontop of that i have a fleshed out concept of a mascot character for the game the most unique one meet the red panda (name still to be decided) 

redpanda 02

If anyone is interested in getting involved let me know i'm planning to take the game to kickstarter once i have more concept art ready and 2 more human characters concepted and then plan to move onto releasing a first playable version depending asap with all the other features being developed after.

What i would be looking for at the moment is concept artists to help out plan environments / weapons / characters but ill be working through them myself piece by piece :)

Look forward to hearing from you guys and any feedback on the game or any questions is always welcome

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