Plan for David "RM" Michael
by DavidRM · 12/17/2004 (12:23 pm) · 18 comments
Eulogy to a Project
I believe that anything that begins in public, should also end in public. For that reason, I'm using this .plan to formally announce that the Paintball Net project, based on the Torgue Game Engine, is officially ended.
It saddens me to have to do this, but it's time. The Paintball Net project has been in limbo for over a year. 2 years, by some reckonings. And that's just too long. Good sportsmanship requires that the wounded animal be hunted down and killed to prevent unnecessary suffering. Should wounded projects be treated any less humanely?
The Paintball Net project started with a suggestion by Jeff Tunnell in early 2002. Over the spring and the summer of that year, we made a lot of progress: Lars Ricaldi, David Franson, Jeff Hail, and myself. By late fall, we figured we had Phase 1 done, and could move on to Phase 2.
We had the basic game in place: When you logged in, you were given a marker, some paintballs, and a few paint grenades. You hung out in the field server's "waiting area", where you could chat with other players. When a game started, you were transported to a random starting location on the paintball field, and it was "survival of the fittest." One splat, and you were back in the waiting area. Winner would be declared, and the timer for the next game started. A long way from finished (one player model, one gun, one grenade--that didn't roll over in the air when thrown--and one field map), but the shape of the game was there.
A great beginning. But yet ... very little happened after that.
Why?
Ah, excuses reproduce like rabbits. Better, really. Because you only need one to start a whole new litter. Here are a few of the highlights:
* 1 house burned down
* There were at least 2 team members who suffered severe financial crises
* At least 1 baby was born
* There were several new jobs, new contracts, new books to write
In summary: Life happened.
The scope proved to be too large for our lack of funding, I think. Look at it this way: It took us nearly 6 months of 2002 to complete Phase *1*. Out of *5* (five) phases. At that rate...even if we had continued to work on it...we'd still only be on about Phase 4, or just starting Phase 5.
That's a big scope. Much bigger than anticipated.
If we'd had more full-time team members, if we could have afforded to pay for some of what was needed upfront, if ... if ... if ...
"If your uncle had been plumbed a bit different, he might've been your aunt, mightn't he?"
Progress on the game did move forward again, some, in the summer of 2003. But it was short-lived movement, and quickly petered out again.
This year, 2004, I planned to finish up a couple of my outstanding projects and be able to spin up Paintball Net again in the late summer and fall. 2004, though, went a bit different than planned. Mostly in good ways, so it's hard to complain, but everything happening kept pushing back the restart date of Paintball Net. Add to that paying a new artist money to create game models, and having that artist just take off with the money like a *thief* ... and, finally, toss in a shift in my own goals as an independent game designer and software developer, and it all boils down to: It's not coming back.
Do I think the Paintball Net project, using Torque was a good idea: Yes. I do.
Do I think it's *still* a good idea: Definitely.
The problem, though, is that I'm no longer the right person to build it. Too much water under the bridge, too many changes in where I want to go and what I want to do.
My thanks to all the team members who helped out, and also to those for who provided support and encouragement.
May it rest in peace.
Eulogy Addendum
As an aid to anyone else who might be interested in creating a 3D paintball game, here is my advice:
* Fuck realism. It seems that everyone who starts out to create a 3D paintball game, starts with the premise of absolute realism: real markers, real squeegees, real masks, real nauseum. Every commercial paintball game has gone this route. And every one of them has *tanked*. Why? Because people who want real paintball, grab their real marker, their real mask, their real tubes of real paintballs, and they go out into the real world and run really wild. So, if you're going to make a paintball game, give them a reason to play--something they can't get playing in the real world. Don't try to be "just like real paintball." Instead, be "like paintball with all this cool extra stuff.". Use your imagination.
* Track player statistics. Track *everything* about the players: # of shots, # of splats, # of games played, EVERYTHING. Put up rankings. Have Top 10 lists, Top 100 lists, etc. These are competitive people, and they *love* to know how they stand. Hell, they *demand* it.
* Allow customizing. I can't stress this one enough. If you don't let your players make their mark on their equipment, you won't keep them interested. They want to customize everything, to create the unique equipment that is obviously *theirs*. Give them tradeoffs to consider (burst mode, or a hair trigger), let them tinker with how the markers work, and so on.
Those are the main points I wanted to pass along.
-David
PS I, personally, ain't going anywhere. Still an indie to the core. Just needed to take care of this final bit of bookkeeping on this project.
I believe that anything that begins in public, should also end in public. For that reason, I'm using this .plan to formally announce that the Paintball Net project, based on the Torgue Game Engine, is officially ended.
It saddens me to have to do this, but it's time. The Paintball Net project has been in limbo for over a year. 2 years, by some reckonings. And that's just too long. Good sportsmanship requires that the wounded animal be hunted down and killed to prevent unnecessary suffering. Should wounded projects be treated any less humanely?
The Paintball Net project started with a suggestion by Jeff Tunnell in early 2002. Over the spring and the summer of that year, we made a lot of progress: Lars Ricaldi, David Franson, Jeff Hail, and myself. By late fall, we figured we had Phase 1 done, and could move on to Phase 2.
We had the basic game in place: When you logged in, you were given a marker, some paintballs, and a few paint grenades. You hung out in the field server's "waiting area", where you could chat with other players. When a game started, you were transported to a random starting location on the paintball field, and it was "survival of the fittest." One splat, and you were back in the waiting area. Winner would be declared, and the timer for the next game started. A long way from finished (one player model, one gun, one grenade--that didn't roll over in the air when thrown--and one field map), but the shape of the game was there.
A great beginning. But yet ... very little happened after that.
Why?
Ah, excuses reproduce like rabbits. Better, really. Because you only need one to start a whole new litter. Here are a few of the highlights:
* 1 house burned down
* There were at least 2 team members who suffered severe financial crises
* At least 1 baby was born
* There were several new jobs, new contracts, new books to write
In summary: Life happened.
The scope proved to be too large for our lack of funding, I think. Look at it this way: It took us nearly 6 months of 2002 to complete Phase *1*. Out of *5* (five) phases. At that rate...even if we had continued to work on it...we'd still only be on about Phase 4, or just starting Phase 5.
That's a big scope. Much bigger than anticipated.
If we'd had more full-time team members, if we could have afforded to pay for some of what was needed upfront, if ... if ... if ...
"If your uncle had been plumbed a bit different, he might've been your aunt, mightn't he?"
Progress on the game did move forward again, some, in the summer of 2003. But it was short-lived movement, and quickly petered out again.
This year, 2004, I planned to finish up a couple of my outstanding projects and be able to spin up Paintball Net again in the late summer and fall. 2004, though, went a bit different than planned. Mostly in good ways, so it's hard to complain, but everything happening kept pushing back the restart date of Paintball Net. Add to that paying a new artist money to create game models, and having that artist just take off with the money like a
Do I think the Paintball Net project, using Torque was a good idea: Yes. I do.
Do I think it's *still* a good idea: Definitely.
The problem, though, is that I'm no longer the right person to build it. Too much water under the bridge, too many changes in where I want to go and what I want to do.
My thanks to all the team members who helped out, and also to those for who provided support and encouragement.
May it rest in peace.
Eulogy Addendum
As an aid to anyone else who might be interested in creating a 3D paintball game, here is my advice:
* Fuck realism. It seems that everyone who starts out to create a 3D paintball game, starts with the premise of absolute realism: real markers, real squeegees, real masks, real nauseum. Every commercial paintball game has gone this route. And every one of them has *tanked*. Why? Because people who want real paintball, grab their real marker, their real mask, their real tubes of real paintballs, and they go out into the real world and run really wild. So, if you're going to make a paintball game, give them a reason to play--something they can't get playing in the real world. Don't try to be "just like real paintball." Instead, be "like paintball with all this cool extra stuff.". Use your imagination.
* Track player statistics. Track *everything* about the players: # of shots, # of splats, # of games played, EVERYTHING. Put up rankings. Have Top 10 lists, Top 100 lists, etc. These are competitive people, and they *love* to know how they stand. Hell, they *demand* it.
* Allow customizing. I can't stress this one enough. If you don't let your players make their mark on their equipment, you won't keep them interested. They want to customize everything, to create the unique equipment that is obviously *theirs*. Give them tradeoffs to consider (burst mode, or a hair trigger), let them tinker with how the markers work, and so on.
Those are the main points I wanted to pass along.
-David
PS I, personally, ain't going anywhere. Still an indie to the core. Just needed to take care of this final bit of bookkeeping on this project.
About the author
#2
A good non-realistic paintball game sounds fun.
12/17/2004 (12:57 pm)
Ahhh, sorry to hear that hope your next pastures produce more for you, David. :)A good non-realistic paintball game sounds fun.
#3
12/17/2004 (2:39 pm)
Being a paintballer myself, those requirements you've listed are a *MUST* ;) ... but also the coder in me knows what it's like to have projects that you feel passionate about crumble. I had vague plans of making a turn-based paintball RTS-like game with Torque/RTS pack in the future, starting on a small scale and building up from there.
#4
And whoever that screwball artist is (tres professional of you not to mention him by name ;)), f**k him. Big time.
I gather you have other aces up your sleeve ?
Best wishes and all that :)
12/17/2004 (3:05 pm)
Sorry to hear that David, but at the same time, I know how liberated you must feel right now :)And whoever that screwball artist is (tres professional of you not to mention him by name ;)), f**k him. Big time.
I gather you have other aces up your sleeve ?
Best wishes and all that :)
#5
Who is going to step up to the plate? Let's make some money!
12/17/2004 (7:15 pm)
A paintball game is probably the lowest hanging fruit in the indie garden/orchard. It is immediately recognized by nearly any audience, it is "non-violent", thus getting the approval of the credit card holding parents, and, lastly, it is a slam dunk using the Torque. I do believe, as David mentioned, that he somehwhat overscoped the project. You don't need to go there, as the commercially released Paintball games have not been "works of art", but they have sold incredibly well.Who is going to step up to the plate? Let's make some money!
#6
Guess I'll have to redownload Artifact to meet some of the old PBN'ers
Unless you feel like putting your 2d Painball back up *hint* *hint* *nudge* *nudge*
Thanks anyway for the good times
-HeavyD
12/18/2004 (2:42 pm)
Thats unfortnuate to hear David, sorry to hear about all the problems that came up.Guess I'll have to redownload Artifact to meet some of the old PBN'ers
Unless you feel like putting your 2d Painball back up *hint* *hint* *nudge* *nudge*
Thanks anyway for the good times
-HeavyD
#7
you could always donate the models/art to gamebeavers or digitalboneyard.net
12/19/2004 (4:56 pm)
sorry to hear about that but it sounds like you learned a lotyou could always donate the models/art to gamebeavers or digitalboneyard.net
#9
12/21/2004 (3:05 pm)
Very sad news. I'm also developing a paintball game using torque, but was in the same position you are in, a year ago. Good luck with your future projects.
#10
01/04/2005 (12:14 am)
This is the end then? I waited all these years hoping for a resurrection of PBN... oh well. Good bye then...
#12
And then a few years later, I come back... and... project cancelled...
Just happens today I checked up on alot of the games I used to play... and... most are either gone... or alive with no one playing... Very depressing...
Well, farewell I guess.
03/02/2005 (5:41 pm)
Wow... I remember when the old PBN ended and I was overjoiced to see this game in development... That was a long time ago... back when I knew little about torque and programming in general... I thought this was a most fantastic idea...And then a few years later, I come back... and... project cancelled...
Just happens today I checked up on alot of the games I used to play... and... most are either gone... or alive with no one playing... Very depressing...
Well, farewell I guess.
#13
David, You really need to put up the old PBN, i mean goddamn, i will pay for the servers to run, you can make your profit, nothing will ever compare to the fun of that old game. I get nostalgic even thinking about it.
-Ryn
03/25/2006 (3:13 pm)
yeah thats horrible to hear even though this is like 2 year old news...David, You really need to put up the old PBN, i mean goddamn, i will pay for the servers to run, you can make your profit, nothing will ever compare to the fun of that old game. I get nostalgic even thinking about it.
-Ryn
#14
I agree with Ryn. The old Paintball Net game was amazing. Possibly the most addicting game ever created, when even compared with today's latest FPS, RTS, and MMORPG games. Old pbn was simple and successful.
I too would pay for the servers in full and any fees. Even if it meant buying licenses or the rights to host the game. When it comes to resurrecting the old PBN, money is not an issue. I am willing to do whatever it takes to get the old PBN servers back online. And I am sure anyone who ever played the old PBTerm would do the same thing.
Once again, it's great to see so many old friends!!!
later,
-south
11/21/2006 (9:59 pm)
First off I want to say hey to all the old PBN players, it's good to see yall still remember the greatest game of all time.I agree with Ryn. The old Paintball Net game was amazing. Possibly the most addicting game ever created, when even compared with today's latest FPS, RTS, and MMORPG games. Old pbn was simple and successful.
I too would pay for the servers in full and any fees. Even if it meant buying licenses or the rights to host the game. When it comes to resurrecting the old PBN, money is not an issue. I am willing to do whatever it takes to get the old PBN servers back online. And I am sure anyone who ever played the old PBTerm would do the same thing.
Once again, it's great to see so many old friends!!!
later,
-south
#15
Oh well, only a couple of (if any) fellow PBNers are ever going to read this post anyways.
The best 90 ever,
RR
P.S. -- I was selling level-ups BEFORE it was cool.
11/23/2006 (2:21 am)
What's up guys? Nothing like posting a comment on a plan that's almost two years old. Seriously, though, I still fucking miss Paintball NET. It's been, what, at least six years since I've played the damn game? I had a dream just the other night that I was playing PBN again, it inspired me to seek this plan out.Oh well, only a couple of (if any) fellow PBNers are ever going to read this post anyways.
The best 90 ever,
RR
P.S. -- I was selling level-ups BEFORE it was cool.
#16
http://x-pbn.com/xpbn/
C-ya on the playing field =)
01/24/2007 (3:57 pm)
To all those who are Paintball Junkies and still look at this site to see 'I wonder if David has changed his mind', there is a new paintball game out. The game is not exactly like the one you loved and enjoyed, however things are looking good and its starting to become alittle of what you loved. I just wanted to say that I am not however an Admin, or owner of the game and I am not doing this because it benifits me, however I'm giving you a chance to see what's out there. Here is the URL, I hope you enjoy. http://x-pbn.com/xpbn/
C-ya on the playing field =)
#17
TGL
P.S. I bought my first level-up from Juanton Chicken for 8k.
06/06/2016 (3:02 pm)
Ow yeah, RR, how about better than 15 years on? PBN is still the best game I ever played. Took me three years to build up the booty to buy my multi-terrain down-filled jacket[old-ref][old-jet] but man could I fly! Don't know how many times I had to argue with my mom about my "life choices" and "paintball addiction". Also, My buddy Joe (killah) and I once got suspended for breaking into he computer lab to play after school. Ahh the sacrifices we made.TGL
P.S. I bought my first level-up from Juanton Chicken for 8k.
#18
05/26/2019 (4:24 pm)
DavidRM's PBN is back. Find us at http://paintballnet.net 
Torque Owner Charlie Malbaurn
Couldn't hold its Crown Royal to save its life though....