◆Plaster// Overview

Plaster

A mag-fed paintball FPS
Dev log 01 — "Boot camp"
Squad: Spellthorn + Claude
Theater: the browser

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

// design pillars — teal = in the build today, green = target

Obj 01
One hit, you're outLiveany hit eliminates — real paintball rules
Obj 02
Mag-fed onlyLivereal mag-fed markers, no hoppers, no guns
Obj 03
Hardcore S&D feelPlannedCoD4 / WaW hardcore search & destroy pacing
Obj 04
Realistic woodsballIn progressforest, wooden barricades, golden-hour haze — first map: Woodland
Obj 05
Objective-basedPlannedone life per round — not respawns
Latest update · 2026-10-17
Bomb carrier, spectating, sprint stamina

Search & Destroy: the bomb starts on the ground by the attackers' spawn, one attacker carries it and drops it when they're out, and you watch your teammates once you're out. Sprint is a little slower and runs on stamina. See Multiplayer and the changelog.

03Screenshotscurrent build

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.

Your start position: bunkers across the field, two Red players moving up.Breakout
Breakout from the Blue baseYour start position: bunkers across the field, two Red players moving up.
Right-click brings the red dot to the center of the screen and zooms the view.ADS
Aiming down sightsRight-click brings the red dot to the center of the screen and zooms the view.
One hit and you're out: hand goes up, the ref whistles, you respawn at base.Hit
“Hit!”One hit and you're out: hand goes up, the ref whistles, you respawn at base.
Splats wrap around curved bunkers and fade after 20 seconds.Paint
Paint sticksSplats wrap around curved bunkers and fade after 20 seconds.
Current 34 × 50 m layout, each half a mirror of the other.Field
The fieldCurrent 34 × 50 m layout, each half a mirror of the other.
An online match: score bar, kill feed, teammates with name tags.Online
Online 4v4Team scores and clock, kill feed, name tags over teammates; bots fill empty slots.
The main menu: tabs on the left, the Play panel, and your player standing on the field.Main menu
Main menuPlay, Loadout, Operators, Progression and Settings over a 3D lobby. See the Main menu page.
The menu: click, press Enter or A to play, with keyboard and controller layouts.Menu
MenuClick, press Enter or Ⓐ to play. The controller row shows when one is connected.
The map editor: asset browser, 3D viewport with a selected bunker, hierarchy and inspector.Editor
Map editorWhere maps are built now. Play tests them in the real game. See the Map editor page.

04Build status

EngineThree.js r186 + Vite, runs in the browser Live
FieldPer map: Speedball turf with inflatables, or Woodland terrain, forest and fog Live
MovementRun, sprint, jump onto low bunkers, walk smoothly up stairs and slopes, sprint stamina, crouch (ends a sprint), lean Live
ControlsMouse + keyboard, keyboard only, or controller (details) Live
MarkerThe stock mag-fed marker plus any made in POE: fire mode, rate, magazine and reserve, ballistics, reload, look and sounds, picked in Loadout Live
POEObject editor: marker configurations and model / texture / sound imports shared with the game and map editor (details) Live
PaintDrop + drag ballistics; splats stick to bunkers and bodies Live
MapsSpeedball and Woodland, chosen in Practice or a private lobby; JSON files shared by the game, server and editor (details) Live
Map editorVisual editor with save/load, undo and one-click playtesting (details) Live
Imported modelsGLB models from Blender, placed in the editor, with box collision in the game (details) Live
Opponents2 Red bots: cover, line of sight, reaction time, arced shots Live
Audio24 synthesized sounds, 3D positioned Live
WoodsballFirst forest map live (Woodland); golden-hour lighting and more maps to come Live
Plaster EngineWindows desktop hub: every tool in its own window, on the same dev server (details) Live
Task boardDev tool: tasks captured by typing or voice, organised, and worked through by Claude on request (details) Live
Main menuTabbed menu over a 3D lobby: loadout, operator name and number, XP, levels and career stats (details) Live
MultiplayerOnline with bots: public matchmaking 4v4 with a map rotation, private lobbies up to 8v8, authoritative server (details) Live
Game modesOnline: Team Elimination (first to 30 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

Spellthorn→Claude● Transmitting
Update the design document to include screenshots. Also have a section for any models that were created, like our marker or a character or a paintball, and any sound effects with the ability to listen to them.

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.

Open the task board page

06Open questions

Not decided yet. Resolved items move into Build status and get a changelog entry.

Marker roster

There's one marker right now (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.

Follow the build

// every change, newest first

Read the changelog