Plaster
01Concept
Plaster is a browser-based multiplayer FPS where every weapon is a mag-fed paintball marker. Reloads, rate of fire, magazine capacity and projectile behavior (paintballs arc and slow down, unlike bullets) are designed around how real markers play, not how real guns play.
The pacing target is old-school Call of Duty 4 and World at War hardcore Search & Destroy: tight maps, one life per round, no loadout bloat, no killstreaks.
02The vision
Newest: the game is set up to go online at play.plastergame.com, on a free always-on server with automatic HTTPS (deploy/). Before that: bigger Tab and end-of-match scoreboards on a dark panel, a fuller Esc menu, no more flashing Tab board and no flicker in the overhead view. Other players now see your paint job online, and an eliminated player's raised hand no longer streaks. Paintball Paint colours your balls and splats; Marker Paint repaints the marker. Each marker levels up from eliminations with it and counts its headshots: parts and paintball colours unlock at marker levels, paint jobs at headshots, all editable in POE › Attachments. Before that, Operators › Character: Woodland, Ranger (plate carrier, tan mask) or Urban (chest rig, white mask), all the same size. In Loadout, press a marker's panel to fit its parts: long or short barrels, extended or speed mags, First Strike rounds, and five paint jobs. Every stat shows stock → fitted, and online the server fits the same parts. Also: idle, sprint and equip clips for imported markers, and aiming no longer flicks out on a bouncing mouse switch. See Main menu and the changelog.
03Screenshots
Captured from the current build on the Speedball field; the new Woodland map has its own page, Maps. Every model is also shown on its own on the Models page.
Breakout
ADS
Hit
Paint
Field
Online
Main menu
Esc menu
Editor04Build status
| Engine | Three.js r186 + Vite, runs in the browser Live |
|---|---|
| Field | Per map: Speedball turf with inflatables, or Woodland terrain, forest and fog Live |
| Movement | Run, sprint, jump onto low bunkers, walk smoothly up stairs and slopes, sprint stamina, crouch (ends a sprint), lean Live |
| Controls | Mouse + keyboard, keyboard only, or controller (details) Live |
| Marker | A primary and a sidearm, switched with 1 / 2, the wheel or Ⓨ: the stock mag-fed marker, sniper and P17 pistol plus any made in POE: fire mode, rate, magazine and reserve, ballistics, reload, look and sounds, picked in Loadout Live |
| POE | Object editor: marker configurations and model / texture / sound imports shared with the game and map editor (details) Live |
| Paint | Drop + drag ballistics; splats stick to bunkers and bodies Live |
| Maps | Speedball and Woodland, chosen in Practice or a private lobby; JSON files shared by the game, server and editor (details) Live |
| Map editor | Visual editor with save/load, undo and one-click playtesting (details) Live |
| Imported models | GLB models from Blender, placed in the editor, with box collision in the game (details) Live |
| Opponents | 2 Red bots: cover, line of sight, reaction time, arced shots Live |
| Audio | 24 synthesized sounds, 3D positioned Live |
| Woodsball | First forest map live (Woodland); golden-hour lighting and more maps to come Live |
| Public hosting | play.plastergame.com on a free Oracle Cloud server: Caddy for HTTPS, the game server as a service; setup in deploy/ Ready to set up |
| Plaster Engine | Windows desktop hub: every tool in its own window, on the same dev server (details) Live |
| Task board | Dev tool: tasks captured by typing or voice, organised, and worked through by Claude on request (details) Live |
| Main menu | Tabs across the top over a 3D lobby on Woodland: loadout, operator name and number, XP, levels and career stats (details) Live |
| Multiplayer | Online with bots: public matchmaking 6v6 with a map rotation, private lobbies up to 8v8, authoritative server (details) Live |
| Game modes | Online: Team Elimination (first to 100 or 5 minutes) and Search & Destroy (rounds, one life, plant / defuse, first to 4), picked in matchmaking or a private lobby (details); endless practice offline Live |
05Comms
Plaster is built in conversation with Claude Code. Early builds had an in-game dev HUD and push-to-talk keys (V to talk to Claude, T to queue a to-do). The HUD was removed on 2026-10-16 to keep the game clean; the work now runs through the task board. Holding T captures a task by voice, even mid-match, and it waits on the board until you hand Claude a batch to work through. Building happens in the map editor.
06Open questions
Not decided yet. Resolved items move into Build status and get a changelog entry.
Marker roster
Three built-in markers right now: the mag-fed rifle, the bolt-action sniper and the P17 pistol sidearm (see Models). Which real mag-fed markers do we model next, and does each need different stats or just a different look?
Lag compensation
Online hits are judged by an authoritative server (decided 2026-10-16, see Multiplayer). Open: whether to rewind players to what the shooter saw, and how far.
Speedball → woodsball
The target look is realistic woodsball (forest, wooden barricades, golden-hour haze). The first forest map, Woodland, is in (2026-10-17). Open: does Speedball stay as the public-match map, or does matchmaking rotate maps?
S&D rules
What replaces the bomb in paintball terms (flag hang? objective box?), round length, and how many rounds per match.