Releases: Needlesslord/PaintWars_by_BrainDeadStudios
Gold Release
PAINT WARS
by BrainDead Studios
Description
In a world full of colour, a corruption spread, turning everything monochromatic and evil. The war started, with all colour beings trying to restore the colours on the world and with them, the peace. The destiny of those in despair is in your hands.
Paint Wars is an isometric single player RTS game featuring a campaign with playable units, buildable structures and manageable resources where the player will have to fight against waves of enemies trying to destroy his base. The game is located in a paint themed world where resources, units and buildings will be related to paint.
DISCLAIMER: This is version v1.0, but we intend to do more in the future!
Current version: v1.0
Key Features
- GENERAL
- Logo for the team (animated) (Video)
- Logo for the game (animated) (Video)
- FX for the Game Logo and Team Logo
- Social Media Updated
- Animations
- Game resoulution at 1280x720px@60fps (Window and Full Screen supported)
- Automatic Continuous Integration and Deployment (basic)
- Save/Load
- Enemies all over the map
- Fog of war: visited, visited-empty and not-visited-yet
- Tutorial, Dialogs and Quests
- Particles (clouds)
- Works under 256mb, code optimized
- UI and HUD
- UI, with Main Menu (Play and Exit, Settings -music, fx, full screen, reset-, Credits -link to repository- and Map selection -continue if saved game, forest, snow and volcano-) with background
- Life Bars, Progress bars
- Pause menu fully working. with owered volume
- HUD: Quests (drop-down menu), buttons on the right (in order: go to Town Hall, Shop, Pause, Start over), resources bar (with all the resources, life timer)
- Minimap: can be made bigger/smaller with [M], shows where in the map you are, has entities -in progress-
- Visual and acustic feedback, all menus animated
- Tutorial, related to quests and dialog UI, improved
- RESOURCES
- 6 different resources working: paint, wood, max units, research (to improve units/buildings), metal scrap, titanium
- ENTITIES: Allies, buildings and enemies
- 5 different allied units (full colour): painter (collect paint from lakes), warrior (attack spawners and enemies), explorer (big vision range), ranger (attacks from a distance), knight (very tanky)
- 9 allied buildings (full colour):
- Town Hall: Not buildable, if destroyed LOSE, to create painters, explorers
- Paint Extractor: To get paint (only buildable on lakes)
- Wood Producer: To get wood
- Barracks: To create warriors, rangers, knights
- House: To increase unit capacity
- Research: to get improvement on units and buildings -not fully working yet-
- Metal Gatherer: To get metal scrap
- Titanium Extractor: To get titanium
- Turret: defensive building
- 1 enemy building (black and white): Spawner (5, if destroyed WIN)
- 4 Enemies, with AI behaviour, (black and white):
- Slime: Melee enemy
- Explosive Blob: Kamikaze enemy -not fully implemented-
- Rider: similar to warrior, but enemy -not fully implemented-
- Chroma King: Boss, Town Hall target, appears when the 4th spawner is destroyed to defend the last one)
- ACTIONS
- Movement and group movement
- Collect resources and explore
- Run from and attack enemies
- Destroy spawners (with warriors, rangers and special units)
- Pathfinding
- Win/Lose conditions (Town Hall destroyed OR more than 15 min LOSE, 5 Spawners destroyed WIN) with victory/lose custom messages and font and animated
- MAPS
- Forest Map implemented
- Snow Map implemented
- Volcano Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start, logos
- Transitions (Slide for buttons, Fade for debug)
- CAMERA
- Camera follows the mouse on the edges
- Starts on the Town Hall
- It can also move with the arrows
- Culling
- AUDIO
- Background music implemented different for all the scenes
- UI feedback
- FX
1 - warrior attack
2 - spawner destroyed
3 - painter movement
4 - warrior movement
5 - buying from shop (2 different ones
6 - timer (when 10 sec left, countdown every second)
7 - wood producer
8 - town hall when creating a painter
9 - barracks when creating a warrior
10 - birds
11 - crickets
12 - quests
13 - knight attack
14 - enemy death
15 - ranger attack
16 - explorer movement
17 - ranger movement
18 - knight movement
... and more! - Positioning (outside sounds of the camera are not heard)
- DEBUG
- F1/F2/F3 Game Scene: Forest / Snow / Volcano
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions)
resources- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap
- 4 add 10 titanium
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position) - KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged
- KP 4 add special (knight)
- KP 5 add explorer
- KP 0 kill selected units
buildings (on mouse position) - Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings
- H Go to Town Hall
- P Pause
- S/L Save/Load
- ESC exit game
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Controls
You start with the Town Hall and some resources. From it you can create painters and upgrade units and buildings leveling up (research).
With a painter, go to a paint lake to start getting resources.
From the shop, you can get different buiuldings:
- paint extractor (built with paint): they collect paint faster than painters, must build them with at least one tile on a lake
- wood producer (built with paint): to get wood. Wood is used to create paint extractors, houses and barracks
- house (built with wood): to increase your max number of units
- barracks (built with wood): to create warriors, rangers and knights
- titanium extractor (built with metal scrap): to get titanium, used in upgrades/research
- metal gatherer (built with wood): to get metal scrap
Warriors, rangers and knights are used to attack the spawners and destroy them to win the game.
Painters are used to get resources.
Explorers are used to explore.
- LEFT CLICK - select
- RIGHT CLICK - select destination / attack
- ESC - exit game (not on Game scene)
- RIGHT CLICK AND DRAG - multiple selection -not working-
- CTR - multiple selection
- UI and HUD - each button is self-explanatory, right clicking to select and hover enabled
- SHOP - to shop, click on the "Shop Button", and select what you want to build by dragging into the map, it will take a while to build (depending on research level)
- F1/F2/F3 Game Scene: Forest / Snow / Volcano
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions, fog of war all visible)
resources- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap
- 4 add 10 titanium
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position) - KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged
- KP 4 add special (knight)
- KP 5 add explorer
- KP 0 kill selected units
buildings (on mouse position) - Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings
- H Go to Town Hall
- P Pause
- S/L Save/Load
- ESC exit game
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Developers
- Marc San José - Designer, QA
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
License
Copyright (c) 2020 BrainDead Studios
BrainDead Studios' games are licensed under an unmodified MIT license, which is an OSI-certified license that allows static linking with closed source software. Check LICENSE for further details.
Credits
All the data used (sprites, music, fx, etc), which are free to use, will be credited as well.
...
Alpha
PAINT WARS
by BrainDead Studios
Description
In a world full of colour, a corruption spread, turning everything monochromatic and evil. The war started, with all colour beings trying to restore the colours on the world and with them, the peace. The destiny of those in despair is in your hands.
Paint Wars is an isometric single player RTS game featuring a campaign with playable units, buildable structures and manageable resources where the player will have to fight against waves of enemies trying to destroy his base. The game is located in a paint themed world where resources, units and buildings will be related to paint.
DISCLAIMER: This version is not the final one, so please do not mind bugs and lack of content. We are working on that!
Current version: v0.85
Key Features
- GENERAL
- Logo for the team (animated)
- Logo for the game (animated)
- FX for the Game Logo and Team Logo
- Social Media Updated
- Animations
- Game resoulution at 1280x720px@60fps (Window and Full Screen supported)
- Automatic Continuous Integration and Deployment (basic)
- Save/Load
- 3 different waves -not fully implemented, enemies all over the map-
- Fog of war
- Tutorial, Dialogs and Quests
- Particles
- UI and HUD
- UI, with Main Menu (Play and Exit, Settings -music, fx, full screen, reset-, Credits -link to repository- and Map selection -continue if saved game, forest, snow and volcano-) with background
- Life Bars, Progress bars
- Pause menu fully working. with owered volume
- HUD: Quests (drop-down menu), buttons on the right (in order: go to Town Hall, Shop, Pause, Start over), resources bar (with all the resources, life timer)
- Minimap: can be made bigger/smaller with [M], shows where in the map you are, has entities -in progress-
- Visual and acustic feedback, all menus animated
- RESOURCES
- 6 different resources working: paint, wood, max units, research (to improve units/buildings), metal scrap, titanium
- ENTITIES: Allies, buildings and enemies
- 5 different allied units (full colour): painter (collect paint from lakes), warrior (attack spawners and enemies), explorer (big vision range), ranger (attacks from a distance), knight (very tanky)
- 9 allied buildings (full colour):
- Town Hall: Not buildable, if destroyed LOSE, to create painters, explorers
- Paint Extractor: To get paint (only buildable on lakes)
- Wood Producer: To get wood
- Barracks: To create warriors, rangers, knights
- House: To increase unit capacity
- Research: to get improvement on units and buildings -not fully working yet-
- Metal Gatherer: To get metal scrap
- Titanium Extractor: To get titanium
- Turret: defensive building -not fully working yet-
- 1 enemy building (black and white): Spawner (5, if destroyed WIN)
- 4 Enemies, with AI behaviour, (black and white):
- Slime: Melee enemy
- Explosive Blob: Kamikaze enemy -not fully implemented-
- Rider: similar to warrior, but enemy -not fully implemented-
- Chroma King: Boss, Town Hall target -not fully implemented-
- ACTIONS
- Movement and group movement
- Collect resources and explore
- Run from and attack enemies
- Destroy spawners (with warriors)
- Pathfinding
- Win/Lose conditions (Town Hall destroyed OR more than 15 min LOSE, 5 Spawners destroyed WIN) with victory/lose custom messages and font and animated
- MAPS
- Forest Map implemented
- Snow Map implemented
- Volcano Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start, logos
- Transitions (Slide for buttons, Fade for debug)
- CAMERA
- Camera follows the mouse on the edges
- Starts on the Town Hall
- It can also move with the arrows
- Culling
- AUDIO
- Background music implemented different for all the scenes
- UI feedback
- FX
1 - warrior attack
2 - spawner destroyed
3 - painter movement
4 - warrior movement
5 - buying from shop (2 different ones
6 - timer (when 10 sec left, countdown every second)
7 - wood producer
8 - town hall when creating a painter
9 - barracks when creating a warrior
10 - birds
11 - crickets
12 - quests
13 - knight attack
14 - enemy death
15 - ranger attack
16 - explorer movement
17 - ranger movement
18 - knight movement - Positioning (further fx sound less)
- DEBUG
- F1/F2/F3 Game Scene: Forest / Snow / Volcano
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions)
resources- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap
- 4 add 10 titanium
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position) - KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged
- KP 4 add special (knight)
- KP 5 add explorer
- KP 0 kill selected units
buildings (on mouse position) - Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings
- H Go to Town Hall
- P Pause
- S/L Save/Load
- ESC exit game
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Controls
You start with the Town Hall and some resources. From it you can create painters and upgrade units and buildings leveling up (research).
With a painter, go to a paint lake to start getting resources.
From the shop, you can get different buiuldings:
- paint extractor (built with paint): they collect paint faster than painters, must build them with at least one tile on a lake
- wood producer (built with paint): to get wood. Wood is used to create paint extractors, houses and barracks
- house (built with wood): to increase your max number of units
- barracks (built with wood): to create warriors, rangers and knights
- titanium extractor (built with metal scrap): to get titanium, used in upgrades/research
- metal gatherer (built with wood): to get metal scrap
Warriors, rangers and knights are used to attack the spawners and destroy them to win the game.
Painters are used to get resources.
Explorers are used to explore.
- LEFT CLICK - select
- RIGHT CLICK - select destination / attack
- ESC - exit game (not on Game scene)
- RIGHT CLICK AND DRAG - multiple selection -not working-
- CTR - multiple selection
- UI and HUD - each button is self-explanatory, right clicking to select and hover enabled
- SHOP - to shop, click on the "Shop Button", and select what you want to build by dragging into the map, it will take a while to build (depending on research level)
- F1/F2/F3 Game Scene: Forest / Snow / Volcano
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions, fog of war all visible)
resources- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap
- 4 add 10 titanium
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position) - KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged
- KP 4 add special (knight)
- KP 5 add explorer
- KP 0 kill selected units
buildings (on mouse position) - Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings
- H Go to Town Hall
- P Pause
- S/L Save/Load
- ESC exit game
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Developers
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
Special thanks to Marc San José, he helped us implement the Fx for the game.
+ Github
+ Linkedin
License
Copyright (c) 2020 BrainDead Studios
BrainDead Studios' games are licensed under an unmodified MIT license, which is an OSI-certified license that allows static linking with closed source software. Check LICENSE for further details.
Credits
All the data used (sprites, music, fx, etc), which are free to use, will be credited as well.
The base code from where we started our game (base code) was taken from [Dolime Corporation](https://github.com/Sa...
Pre-Vertical Slice
PAINT WARS
by BrainDead Studios
Description
In a world full of colour, a corruption spread, turning everything monochromatic and evil. The war started, with all colour beings trying to restore the colours on the world and with them, the peace. The destiny of those in despair is in your hands.
Paint Wars is an isometric single player RTS game featuring a campaign with playable units, buildable structures and manageable resources where the player will have to fight against waves of enemies trying to destroy his base. The game is located in a paint themed world where resources, units and buildings will be related to paint.
DISCLAIMER: This version is not the final one, so please do not mind bugs and lack of content. We are working on that!
Current version: v0.45
Key Features
- GENERAL
- Logo for the team
- Logo for the game
- FX for the Game Logo and Team Logo
- Social Media Updated
- Animations
- Game resoulution at 1280x720px@60fps (Window and Full Screen supported)
- Automatic Continuous Integration and Deployment
- UI and HUD
- Basic UI, with Main Menu (Play and Exit, Settings -not all functional, only Full Screen-, Credits -link to repository- and Map selection -all take to Forest Map-) with background
- Life Bars
- HUD: Quests (drop-down menu), buttons on the right (in order: go to Town Hall, Shop, Pause, Start over -only "no" functional), resources
- Minimap: can be made bigger/smaller with [M], shows where in the map you are
- Visual and acustic feedback
- RESOURCES
- 4 different resources working: paint, wood, max units, research (to improve units/buildings)
- 3 resources not fully implemented: metal scrap, food, titanium
- ENTITIES: Allies, buildings and enemies
- 2 different allied units: painter (collect paint from lakes) and warrior (attack spawners)
- 4 allied buildings:
- Town Hall: Not buildable, if destroyed LOSE
- Paint Extractor: To get paint (only buildable on lakes)
- Wood Producer: To get wood
- Barracks: To create warriors
- 1 enemy building: Spawner (5, if destroyed WIN)
- ACTIONS
- Movement and group movement
- Collect paint (with painters)
- Collect wood
- Destroy spawners (with warriors)
- Pathfinding
- Win/Lose conditions (Town Hall destroyed OR more than 15 min LOSE, 5 Spawners destroyed WIN) with victory/lose custom messages and font
- MAPS
- Forest Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start
- Transitions (Slide for buttons, Fade for debug)
- CAMERA
- Camera follows the mouse on the edges
- Starts on the Town Hall
- It can also move with the arrows
- Culling
- AUDIO
- Background music implemented for all the scenes
- UI feedback
- FX
1 - warrior attack
2 - spawner destroyed
3 - painter movement
4 - warrior movement
5 - buying from shop
6 - timer (when 10 sec left, countdown every second)
7 - wood producer
8 - town hall when creating a painter
9 - barracks when creating a warrior
10 - birds
11 - crickets - Positioning (further fx sound less)
- DEBUG
- F2/F3 Game Scene
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions)
resources- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap -not implemented yet-
- 4 add 10 titanium -not implemented yet-
- 5 add 10 food -not implemented yet-
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position) - KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged -not implemented yet-
- KP 4 add tank -not implemented yet-
- KP 5 add explorer -not implemented yet-
- KP 0 kill selected units
buildings (on mouse position) - Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings
- H Go to Town Hall
- P Pause
- S/L Save/Load (only save implemented)
- ESC exit game (not in game scene)
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Controls
You start with the Town Hall and some resources. From it you can create painters and upgrade units and buildings leveling up (research).
With a painter, go to a paint lake to start getting resources.
From the shop, you can get different buiuldings:
- paint extractor (built with wood): they collect paint faster than painters, must build them with at least one tile on a lake
- wood producer (built with paint): to get wood. Wood is used to create paint extractors, houses and barracks
- house (built with wood): to increase your max number of units
- barracks (built with wood): to create warriors
Warriors are used to attack the spawners and destroy them to win the game.
- LEFT CLICK - select
- RIGHT CLICK - select destination / attack
- ESC - exit game (not on Game scene)
- RIGHT CLICK AND DRAG - multiple selection
- CTR - multiple selection
- UI and HUD - each button is self-explanatory, right clicking to select and hover enabled
- SHOP - to shop, click on the "Shop Button", and select what you want to build by dragging into the map, it will take a while to build (depending on research level)
- DEBUG
- F2/F3 Game Scene
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions)
resources
- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap -not implemented yet-
- 4 add 10 titanium -not implemented yet-
- 5 add 10 food -not implemented yet-
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position)
- KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged -not implemented yet-
- KP 4 add tank -not implemented yet-
- KP 5 add explorer -not implemented yet-
- KP 0 kill selected units
buildings (on mouse position)
- Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings - H Go to Town Hall
- P Pause
- S/L Save/Load (only save implemented)
- ESC exit game (not in game scene)
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Developers
- Marc San José - Design, QA
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
License
Copyright (c) 2020 BrainDead Studios
Vertical Slice
PAINT WARS
by BrainDead Studios
Description
In a world full of colour, a corruption spread, turning everything monochromatic and evil. The war started, with all colour beings trying to restore the colours on the world and with them, the peace. The destiny of those in despair is in your hands.
Paint Wars is an isometric single player RTS game featuring a campaign with playable units, buildable structures and manageable resources where the player will have to fight against waves of enemies trying to destroy his base. The game is located in a paint themed world where resources, units and buildings will be related to paint.
DISCLAIMER: This version is not the final one, so please do not mind bugs and lack of content. We are working on that!
Current version: v0.5
Key Features
- GENERAL
- Logo for the team
- Logo for the game
- FX for the Game Logo and Team Logo
- Social Media Updated
- Animations
- Game resoulution at 1280x720px@60fps (Window and Full Screen supported)
- Automatic Continuous Integration
- Deployment (not fully implemented)
- UI and HUD
- Basic UI, with Main Menu (Play and Exit, Settings -not all functional, only Full Screen-, Credits -link to repository- and Map selection -all take to Forest Map-) with background
- Life Bars
- HUD: Quests (drop-down menu), buttons on the right (in order: go to Town Hall, Shop, Pause, Start over -only "no" functional), resources
- Labels: num paint, num wood, num metal scrap, num titanium, num research, num units, actual health and max health
- Minimap: can be made bigger/smaller with [M], shows where in the map you are (not fully working the camera on the minimap)
- Visual and acustic feedback
- RESOURCES
- 4 different resources working: paint, wood, max units, research (to improve units/buildings)
- 3 resources not fully implemented: metal scrap, food, titanium
- ENTITIES: Allies, buildings and enemies
- 2 different allied units: painter (collect paint from lakes) and warrior (attack spawners)
- 5 allied buildings:
- Town Hall: Not buildable, if destroyed LOSE
- Paint Extractor: To get paint (only buildable on lakes)
- Wood Producer: To get wood
- Barracks: To create warriors
- House: to incremente the max units
- 1 enemy building: Spawner (5 in total in the map, if destroyed WIN)
- ACTIONS
- Movement and group movement
- Collect paint (with painters and Paint Extractors, only from Paint Ponds)
- Collect wood (with Wood Producers, they create tiles around them where Painters get the wood from)
- Destroy spawners (with warriors)
- Pathfinding
- Win/Lose conditions (Town Hall destroyed OR more than 15 min LOSE, 5 Spawners destroyed WIN) with victory/lose custom messages, backgrounds and font
- Build buildings with resources from the shop
- Create units with resources from buildings
- Research: improve buildings from the shop, improve units from buildings
- MAPS
- Forest Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start
- Transitions (Slide for buttons, Fade for debug)
- CAMERA
- Camera follows the mouse on the edges
- Starts on the Town Hall
- It can also move with the arrows
- Culling
- Limits
- AUDIO
- Background music implemented for all the scenes
- UI feedback
- FX
1 - warrior attack
2 - spawner destroyed
3 - painter movement
4 - warrior movement
5 - buying from shop
6 - timer (when 10 sec left, countdown every second)
7 - wood producer
8 - town hall when creating a painter
9 - barracks when creating a warrior
10 - birds
11 - crickets
12 - painter recollecting
13 - paint extractor - Positioning (further fx's sound less)
- DEBUG
- F2/F3 Game Scene
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions)
resources- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap -not implemented yet-
- 4 add 10 titanium -not implemented yet-
- 5 add 10 food -not implemented yet-
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position) - KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged -not implemented yet-
- KP 4 add tank -not implemented yet-
- KP 5 add explorer -not implemented yet-
- KP 0 kill selected units
buildings (on mouse position) - Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings
- H Go to Town Hall
- P Pause
- S/L Save/Load (only save implemented)
- ESC exit game (not in game scene)
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Controls
You start with the Town Hall and some resources. From it you can create painters and upgrade units and buildings leveling up (research).
With a painter, go to a paint lake to start getting resources.
From the shop, you can get different buiuldings:
- paint extractor (built with wood): they collect paint faster than painters, must build them with at least one tile on a lake
- wood producer (built with paint): to get wood. Wood is used to create paint extractors, houses and barracks
- house (built with wood): to increase your max number of units
- barracks (built with wood): to create warriors
Warriors are used to attack the spawners and destroy them to win the game.
- LEFT CLICK - select
- RIGHT CLICK - select destination / attack
- ESC - exit game (not on Game scene)
- CTR + LEFT CLICK- multiple selection
- UI and HUD - each button is self-explanatory, right clicking to select and hover enabled
- SHOP - to shop, click on the "Shop Button", and select what you want to build by dragging into the map, it will take a while to build (depending on research level)
- DEBUG
- F2/F3 Game Scene
- F4 Save
- F5 Load (Load function not functional yet)
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
- F10 God Mode (add resources, buildings and units, can't lose, collisions)
resources
- 1 add 10 paint
- 2 add 10 wood
- 3 add 10 metal scrap -not implemented yet-
- 4 add 10 titanium -not implemented yet-
- 5 add 10 food -not implemented yet-
- 6 add 10 max housing
- 7 add 1 level of research (units will have the upgrades already)
units (on mouse position)
- KP 1 add painter
- KP 2 add warrior
- KP 3 add ranged -not implemented yet-
- KP 4 add tank -not implemented yet-
- KP 5 add explorer -not implemented yet-
- KP 0 kill selected units
buildings (on mouse position)
- Crtl + KP 1 add paint extractor
- Crtl + KP 2 add wood producer
- Crtl + KP 3 add barracks
- Crtl + KP 4 add house
- Crtl + KP 0 kill selected buildings - H Go to Town Hall
- P Pause
- S/L Save/Load (only save implemented)
- ESC exit game (not in game scene)
- N/M/R Zoom In/Out/Reset
- KP MINUS/KP PLUS Control Framerate (+/- 10)
- UP/DOWN/LEFT/RIGHT Camera movement
Developers
- Marc San José - Design, QA
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
License
Copyright (c) 2020 BrainDead Studios
Shop, UI improvement, minor changes all around
PAINT WARS
by BrainDead Studios
Description
In a world full of colour, a corruption spread, turning everything monochromatic and evil. The war started, with all colour beings trying to restore the colours on the world and with them, the peace. The destiny of those in despair is in your hands.
Paint Wars is an isometric single player RTS game featuring a campaign with playable units, buildable structures and manageable resources where the player will have to fight against waves of enemies trying to destroy his base. The game is located in a paint themed world where resources, units and buildings will be related to paint.
DISCLAIMER: This version is not the final one, so please do not mind bugs and lack of content. We are working on that!
This version may crash at the beginning, please, be patient and restart the game.
Current version: v0.4
Key Features
- UI and HUD
- Basic UI, with Main Menu (Play and Exit, Settings -not all functional-, Credits -link to repository- and Map selection -all take to Forest Map-)
- Life Bars
- HUD: Quests (drop-down menu), Right buttons in order (go to Town Hall, Shop, Pause, Start over, resources)
- Minimap: can be made bigger/smaller with [M], shows where in the map you are
- RESOURCES
- 4 different resources working: paint, wood, max units, research (in progress)
- 3 resources not fully implemented: metal scrap, food, titanium
- ENTITIES: Allies, buildings and enemies
- 2 different allied units: painter (collect paint from lakes) and warrior (attack spawners)
- 4 allied buildings:
- Town Hall: Not buildable, if destroyed LOSE
- Paint Extractor: To get paint (only buildable on lakes)
- Wood Producer: To get wood
- Barracks: To create warriors
- 1 enemy building: Spawner (if destroyed WIN)
- ACTIONS
- Movement and group movement
- Collect paint
- Collect wood
- Destroy spawners
- Pathfinding
- Win/Lose conditions (Town Hall destroyed LOSE, Spawner destroyed WIN)
- MAPS
- Forest Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start
- Transitions
- CAMERA
- Camera follows the mouse on the edges
- Starts on the Town Hall
- It can also move with the arrows
- Culling
- AUDIO
- Background music implemented
- UI
- DEBUG
- F1 Mouse Tile
- F2 Game Scene
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
Controls
- LEFT CLICK - select
- RIGHT CLICK - select destination / attack
- ESC - exit game
- RIGHT CLICK AND DRAG - multiple selection
- CTR - multiple selection
- UI - each button is self-explanatory, right clicking to select and hover enabled
- DEBUG
- F1 Mouse Tile
- F2/F3 Game Scene
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
Developers
- Marc San José - Design, QA
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
License
Copyright (c) 2020 BrainDead Studios
Polish movement, UI improved, Minimap, Debug, Battle System
DISCLAIMER: This version is not the final one, so please do not mind bugs and lack of content. We are working on that!
Current version: v0.3
Key Features
- UI and HUD
- Basic UI, with Main Menu (Play and Exit, Settings -not all functional-, Credits -link to repository- and Map selection -all take to Forest Map-)
- Life Bars
- HUD: Quests (drop-down menu), Right buttons in order (go to Town Hall, Shop -not implemented-, Pause, Start over)
- Minimap: clicking makes it bigger/smaller, shows where the camera is at
- RESOURCES
- 7 different resources: Using 3/7 (paint, wood, max units)
- ENTITIES: Allies, buildings and enemies
- 2 different allied units: painter (to collect paint) and warrior (to attack spawners)
- 1 allied building: Town Hall
- 1 enemy building: Spawner
- ACTIONS
- Movement and group movement
- Win/Lose conditions (Town Hall destroyed LOSE, Spawner destroyed WIN)
- MAPS
- Forest Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start
- Transitions
- CAMERA
- Camera follows the mouse on the edges (it has limits)
- AUDIO
- Background music implemented
- UI
- DEBUG
- F1 Mouse Tile
- F2/F3 Game Scene
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
Controls
- LEFT CLICK - select
- RIGHT CLICK - select destination / attack
- ESC - exit game
- RIGHT CLICK AND DRAG - multiple selection
- CTR - multiple selection
- UI - each button is self-explanatory, right clicking to select and hover enabled
- DEBUG
- F1 Mouse Tile
- F2/F3 Game Scene
- F6 Full Screen
- F7 Direct Win
- F8 Direct Lose
- F9 Collisions
Developers
- Marc San José - Design, QA
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
License
Copyright (c) 2020 BrainDead Studios
Transitions, Scene Manager, Group movement, Basic HUD
DISCLAIMER: This version is not the final one, so please do not mind bugs and lack of content. We are working on that!
Current version: v0.2
Key Features
- UI and HUD
- Basic UI, with Main Menu (Play and Exit, Settings -not all functional-, Credits -link to repository- and Map selection -all take to Forest Map-)
- Life Bars
- HUD: Quests (drop-down menu), Right buttons in order (go to Town Hall -not implemented-, Shop -not implemented-, Pause, Start over -not implemented-)
- RESOURCES
- 7 different resources: Using 0/7
- ENTITIES: Allies, buildings and enemies
- 2 different allied units: painter and warrior (they only move)
- 1 allied building: Town Hall
- ACTIONS
- Movement and group movement (needs polish)
- MAPS
- Forest Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start
- Transitions
- CAMERA
- Camera follows the mouse on the edges (it has limits)
- DEBUG
- F1 Mouse Tile
Controls
- LEFT CLICK - select
- RIGHT CLICK - select destination
- ESC - exit game
- RIGHT CLICK AND DRAG - multiple selection
- CTR - multiple selection
- UI - each button is self-explanatory, right clicking to select
- DEBUG
- F1 Mouse Tile
Developers
- Marc San José - Design, QA
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
License
Copyright (c) 2020 BrainDead Studios
Base code (in std) with basic utilities
DISCLAIMER: This version is not the final one, so please do not mind bugs and lack of content. We are working on that!
Current version: v0.1
Key Features
- UI and HUD
- Basic UI, with Main Menu (Play and Exit and Map selection)
- Life Bars
- RESOURCES
- 7 different resources
- ENTITIES: Allies, buildings and enemies
- 2 different allied units: painter and warrior
- 1 allied building: Town Hall
- 1 enemy building: Spawner
- ACTIONS
- Movement and group movement
- MAPS
- Forest Map implemented
- SCENE MANAGER
- Different scenes for the game, menu, win/lose, start
- CAMERA
- Camera follows the mouse on the edges, needs polish (to stop)
Controls
- LEFT CLICK - select
- RIGHT CLICK - select destination
- ESC - exit game
- RIGHT CLICK AND DRAG - multiple selection
- CTR - multiple selection
- UI - each button is self-explanatory, right clicking to select
Developers
- Marc San José - Design, QA
- Enric-G. Durán - Co-Lead UI Designer, Lead Artist
- Marc Ariza - Lead Designer
- Tomás Carreras - Lead Coder
- Alex Lopez - Lead QA
- Núria Lamonja - Team Leader, Management, Community Manager, Social Media, Co-Lead UI Designer, Music
License
Copyright (c) 2020 BrainDead Studios