Paintey cover
Paintey screenshot
Genre: Simulator, Indie

Paintey

Price lowered & future!

Hey folks!

You might have noticed the lack of updates recently, this is because I have been focussing my efforts on "Climbey", my entirely climbing focused game.

I'm only one guy doing *everything* on my games, so I have to be careful not to spread myself too thin between projects.

My other game takes a lot of my time and effort, and Paintey isn't selling at all anymore so it's not really worth my time.

This is why I've lowered the price to 9,99 USD while I focus my efforts elsewhere.

I hope you all understand this shift in focus.

Thanks.

-ShadowBrain

Performance fixes!

Hey! Just a small update.

Patch notes:

  • Upgraded to Unity 5.4.0f3, was 5.4.0b23.
  • Removed adaptive quality rendering as it was actually NOT helping performance and was slowing down the game in general, not sure what happened there but once I get it working again I'll put it back in.
  • Fixed some hand color related bugs when going out of Multiplayer without quitting the game.
  • Fixed several minor bugs related to leaving Multiplayer while continuing to play the game.


I've also been working on another level for which I'm not sure yet if I want to make it a splatbattle level or a new capture the flag based gamemode, this level isn't in this build but it is in the feature testing beta branch.



It's still a work in progress though and I will add more to it but I'm making it a lot more climbing focused than the previous multiplayer level, should be fun! :)

Bugfixes!

This update (Theoretically) fixes Splatbattle mode! :)


  • Fixed torso not showing up for other players
  • Fixed crank-based paint cannon glitching out
  • Fixed end of round not sending other players on the server to the score/results room


I hope I've fixed all those things!
It's playable without those fixes but not as fun because you don't actually get to see the final scores...

Heads up

The last update included Splatbattle mode but I couldn't test it properly before releasing, I've just found out it still has quite some bugs so bear with me while I fix them ASAP......

Paintey Semi-weekly update #7

Update 7!
This update adds the Splat Battle gamemode with 1 map.
This will be expanded upon if enough people like it so let yourself be heard!

Update notes:

  • Added SplatBattle1 and map selection to online server creation.
    Splatbattle is a gamemode very much like how Splatoon works- it’s a (currently) 3v3 team based gamemode where the goal is to cover more of the level with your team’s colored paint, the rounds are 3 minutes long and after each round all players are put in a small room to watch the score get tallied up!
  • Various bugfixes and improvements




Future updates could add more maps and allow for more users per server.

Let me know if you find any issues with the gamemode or the game in any way and I’ll do my best to fix them ASAP! :)

Have fun! :D

What's next?

Hey folks! Just a quick update.

(In case you missed the previous multiplayer update patch: http://steamcommunity.com/games/445050/announcements/detail/961900216337718939)

Now that I finally have multiplayer in my game I'm working on making a proper gamemode for it- it'll be somewhat reminiscent of a Splatoon gamemode in that it'll be team-based and count how many % of the total level has been painted in each of the two teams color.

Here's where I'm at with the first basic level design right now:


And this'll be the basic gun:


I'm going to be expanding the gun selection widely before doing the first beta tests of this gamemode.

There's also a few water balloon dispensers which will act as a sort of paint grenades.

Thanks for reading :)

If you want more videos and updates on the new game mode be sure to visit my twitter page!
https://twitter.com/TheShadowBrain

Semi-Weekly Early Access Update #6 - ONLINE MULTIPLAYER!

Update 6!
Update time folks!

Update notes:

  • Added online multiplayer! - Yes, it’s finally here! Starting the “Online” card takes you to the server browser, the server browser still looks a bit rough but I will be refining it in future updates, it’s functional and very usable as it stands. You grab the mouse to move it and click with the Grip button.
    The online multiplayer currently only has one mode- Climbing (freeplay)- and only one level- Yellow City- but this will change with more modes and levels added as I continue to work on the game.
    I have plans for at least one team based game mode with multiple levels to choose from.
  • General bug fixes with the climbing mode- there was a whole lot you could do to just float and climb in mid-air, this should all be fixed now.
  • Added basic grab/interact tutorial to the main menu (The same one that was already in-game, only seen for first time users.), this still needs refining but has a low priority as interaction in my game is all pretty straightforward.




Known issues:

  • Voice chat in online multiplayer only works for some people- I’m still looking into what is causing this, if any of your friends have this issue I recommend starting a Steam voice chat with them instead.
    If you happen to have a multiplayer game that uses Photon Voice for voice chat please let me know if you’ve seen this issue and if it’s solvable either in the comments or on twitter (@TheShadowBrain)


There’s the Online multiplayer I promised from the start!
I’m still working on making it more fun but as it is it’s already quite cool to climb around the city with your friends. :)

This update is still running on 5.4 Beta so soon-ish when the full release is available I’ll be updating it again without posting an update post because it’ll likely be all behind the scenes update stuff.

I know this warrants a new update video but I need people to play with first, so, soon!

Lots of videos on my twitter show what it's like:
https://twitter.com/TheShadowBrain

Enjoy, and let me know if you find any issues! :D

Hard at work on the Multiplayer update!

Hey folks just wanted to post a quick update, I'm making good progress on the Multiplayer mode for Paintey.

I've been posting short videos of my progress basically daily on my twitter here:
https://twitter.com/TheShadowBrain

And here's the latest 2 videos I took:
https://twitter.com/TheShadowBrain/status/751711026010329088

https://twitter.com/TheShadowBrain/status/751711319074766848

By now I have basically everything synced up and am just dealing with some minor bugs, Multiplayer should be out within the next week or so unless I find other game breaking bugs in the mean time, I'll keep you all posted!

The first multiplayer update will just be freeplay climbing around Yellow City, future updates will include actual goal and team-based gamemodes!

(The multiplayer mode is available in the Beta branch of the game right now although I cannot guarantee it's actually working right at the time of posting this update.)

Semi-Weekly Early Access Update #5

Update 5!
This is a decently sized update that adds a new level and the first Steam Leaderboard!
Will do a video soon for this update, current temperatures are preventing me from seeming overly tired in videos.

Update notes:

  • Switched to Unity 5.4 Beta 22’s native VR implementation of OpenVR - Improves overall performance.
  • Added Adaptive quality rendering - The game will sacrifice render resolution to maintain 90fps+.
  • Added a new level! - Wild West. It’s a level set in the desert with old time-y houses, this is the first version, I have some more plans for improving it later. This level supports both Climbing and Driving modes.
  • New level contains targets to shoot that give you a score based on how far from the center your hit them - Final score is set once you have hit all of them and it will upload your score to a Steam Leaderboard that is shown at the right of you when you start the level.
  • Made the mode names reflect the method of locomotion - Freeplay mode is now called Drive mode because you drive a scissor lift in it.
  • Made the exit taco send you to the mainmenu instead of exiting the game, if you use it within the main menu it will still exit the game. This is so you can switch levels without restarting the game.
  • Ingame camera now records about a minute of gameplay instead of the previous 30 seconds - this is related to Twitter allowing users to post longer videos now.


Known issues:

  • Game slows down to maintain 90fps while recording with the ingame camera, this is something I’m still investigating as it causes some weird physics related glitches. If you turn off “Allow reprojection” in your SteamVR’s performance settings the slowdowns are less intense or won’t happen at all.
  • The ingame recording camera is still quite performance heavy and seems to have a memory leak somewhere, it’s also still outputting in slow-motion and slightly too long videos - this is still being worked on.


There’s been another few heat waves here so again, couldn’t add as much as I wanted to. VR game development doesn’t agree with heat.

I’ve also added a “featuretesting” beta branch to Paintey which is where I will be testing the MULTIPLAYER stuff I will be focussing on for the next update.
As you all know adding multiplayer is not an easy feat- this might mean the next proper update will be ~3 weeks out, but, in the meantime I will be updating the featuretesting branch with work in progress test builds for testing the multiplayer features- this branch will likely be unstable for the first week or two of me figuring it all out.

Semi-Weekly Early Access Update #4

Update 4!
Not too big of an update, this update is more of a refining update. And birds.
(No update video this week as I'd probably overheat...)

Update notes:

  • Added highlight system to show what object you’re about to pick up- makes it more clear what you’ll get when pressing trigger.
  • Pressing the Grip button while holding a paintbrush makes it align with your controller (With the exception of the paint roller)
  • Added the mountain backdrop to the main menu.
  • Added basic pigeons- these need more refining and are kind of dumb right now.
  • Made mini-mode work better in climbing mode- it lowers the gravity a bit to make moving around less of a chore when you’re that small.
  • Added mini paint bucket to player in climb mode for switching colors while super far away from the (Now non-functional) scissor lift.
  • Moved hat further back to more accurately reflect wearing a hat in first person.
  • Added holes to each floor in buildings for moving between floors in climbing mode


Known issues:

  • You can fling yourself really far accidentally if you climb using both hands at the same time. It's not super common but it's something to keep in mind. Be careful out there!


In future updates I aim to replace the scissor lift entirely in Climbing mode but right now it still holds a few crucial things like the player customization editor (That allows you to go into mini-mode and climb around while tiny).

This update isn’t as big as I would have liked but local summer temperatures aren’t doing VR development any good.
I will try harder next time.

Thanks for playing!

https://twitter.com/TheShadowBrain/status/740167568196009985