Grimm Quest for the Gatherer's Key is a Hack and Slash Fantasy game with some platforming elements that leans heavily on extremely bloody and satisfying gameplay. Players can explore a huge world that often offers several different routes that lead to accomplishment. Almost every part of it is customizable to taste, not only the graphical aspects but also it's gameplay aspects.

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Argoon Dec 29 2012, 10:26am says:

Fantastic work man as a mapper i always missed this feature on idtech 4, this feature alone imo makes it worthy to buy your game for idtech 4 moders.

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douglas_quaid Dec 29 2012, 10:35am says:

That is really cool. If you could implement this into a weapon slot it could start something quite brilliant. We could eventually have realtime map builder tools. You could use the grenade explosion to splat the decals all around. Excellent work man!

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grimmquest Author
grimmquest Dec 29 2012, 11:39am says:

Thanks guys!

Right now the script spawns a custom entity called 'grimm_spray' which assumes the players' viewangles and eye-camara position. You can then save this entity to the map.

I was thinking maybe later I might create a real paintball mod, where you'd have different kinds of paint which give different features, e.g. some paint is sticky that slows players down, some paint is slick which makes players glide around the map, some paint is bouncy making players bounce around the map etc..etc...

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PytoX Dec 30 2012, 6:06am replied:

could you also make it so instead of grimm_spray you can place particles in the map like flames etc? :)

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grimmquest Author
grimmquest Dec 30 2012, 6:21am replied:

I don't see why not, but I don't see the added value there due to most of the particles being different kinds and then you'd want extra features. Such as changing their position etc.. Placing particle emitters is already pretty easy to do in the editor, usually I create 3 or 4 that I will use across the map and then duplicate them and slap them around the map.

Most other particles are already spawned dynamically by the objects that need them. So I don't really have any use for realtime particle adding in the maps.

+1 vote   reply to comment
Rus[T] Dec 29 2012, 12:22pm says:

Brilliant, I love modders who help other modders out with new features!

+2 votes     reply to comment
Judicat0r Dec 30 2012, 9:42am says:

Good, so now the development is going to speed up? :D

+2 votes     reply to comment
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I've implemented a new feature into Grimm:Quest for the Gatherer's key that I'm very excited about. It's simply called 'spray painting' and what it does is allow for mappers to run a map and spray paint the world with decals. No more tedious placing of single plane decals to create static blood, but 'real' painting of the world with decals. I can now run a map, think 'I'd like to have some blood spray there', paint the world with a single click, issue the command 'saveDecals' when I am happy with the result and the paint will be there permanently in the map.

A major advantage is that I can now use random paint decals, allowing for randomly looking worlds (which is one of the big features of Grimm). The second is that players can turn the feature off, meaning that they can remove these decals for performance reasons, something that's not possible in a static map.

There's no real way to describe it unless you see it in action, so I've created a nice video to show off the effect!

Video Details
Dec 29th, 2012
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