Hi guys,
I have a few things to share.
# 1.) Pinball Event Protocol project added on Github
I have put together a project on git hub with all of the experiments and code I did relating to a "Pinball Event Protocol" that would ideally provide an open method of communication between virtual pinball simulators, controllers like VPinMAME, real life hardware, homebrew platforms or any other peices of software that wanted to take part in that chain of communication.
https://github.com/t...llEventProtocol
It's very much just a beginning and proof of concept but if there were people interested in moving this project forward I think it makes a for a good start.
There are three projects, One is the PEP proof of concept seen in this video, with a Server and Client. Currently this uses Named Pipes on Windows but it should probably switch to using normal TCP/IP or UDP sockets. It would probably still be plenty fast and could even span across, not just different processes, but different machines as well.
One is the simple VPinMAME test app I made that I thought some might like to tinker with or might be useful for those recreating tables.
The third was an idea to extend the test app to allow you to import the layout for an machine from the manufacturers manual and quickly click where the lights, switches and drivers were, and then you could interact and test with pinmame in more visual and relatable way just by clicking where the lights or switches were in the diagram. Again the idea here would that it might be a tool for someone recreating an existing table. I also intended for it to tie into P.E.P. streams and let you monitor what was going on.
# 2.) Epic's Japanese offices did some work on a "Pinball Construction Kit" for Unreal Engine 4.
I recently received an email from one of Epic's employees that works in their Japanese offices:
Hey Thomas,
I saw your Kickstarter, and it reminded me a lot of a Pinball Construction Kit project we made last year here at Epic Games' Japan office, and published in November:
bit.ly/epicpinball (Japanese)
The forum is Japanese, but the whole project with source code and everything can be downloaded at this link:
https://epicgames.bo.../PinballProject
and there's English documentation for it here:
https://epicgames.bo...m/PinballManual
We also did a presentation, but unfortunately that is only Japanese so far:
(part 1)
(part 2)
That's all been made completely public, so please feel free to re-use and build on top of any portion of it for your project.
Good luck with your Kickstarter!
- Joe
I think if there's anyone interested in doing some pinball work using Unreal Engine 4 there's lots of good stuff to leverage from this. Especially their spline based editing work for walls, ramps and habitrails.
# 3.) Status of Pinball Labs
I've been questioning how I should move forward in the days since the Kickstarter failed. For now I've decided to take a break from Pinball Labs to revisit a sci-fi project I had started working on before diving into Pinball Labs.
As many of you know Pinball Labs started as virtual reality project. While I do love pinball and would have absolutely done my best to complete Pinball Labs had the Kickstarter succeeded, virtual reality is really my driving passion right now. I think this sci-fi project also might have a bit broader appeal and hopefully could help pay some bills and put food on the table.
This doesn't mean I'm giving up on Pinball Labs. There still may be interest by a company in funding development of an Unreal Engine pinball game with original table designs. It seems a slim chance but if that works out it would indirectly help move Pinball Labs forward quite a bit.
Hopefully you guys can understand where I'm coming from regarding this decision. For now I'm happy to release the source code related to the "Pinball Event Protocol" experiments and I'm betting someone will be able to do something cool with the UE4 Pinball Construction Kit.
-- Thomas
Edit:
I just wanted to make a few points further explaining why it's not financially viable for me to be working on Pinball Labs right now. Software development like this is hard and very time consuming and for me requires my full focus and attention to be effective at it. Two or three years ago I was in a position financially where I could have continued working on it for several months, even if it was just for fun, but that's not my situation today.
Any professional programmer will tell you $18,500 wouldn't come close to covering the amount of man hours needed to fulfill the requirements outlined in the Pinball Labs Kickstarter. I think the cheapest quote you'd get for building a relatively simple iPhone game would be something like $100,000 (from a competent developer). $18,500 was just the amount that I set to be an indicator that enough people were interested such that down the road I'd have a chance of recouping the investment of my time.
Over 26% of the $15,300 pledged during the Kickstarter came from just three people. Even with that kind of boost, the $18,500 goal still wasn't fulfilled by the rest of the community. If you think in terms of the paragraph above that's a pretty scary proposition for a developer. Some will point out that the middle of the campaign ran through the holidays, but it's also true that campaigns in general have considerably less contributions during the middle of their run.
Edited by tmek, 28 January 2016 - 08:19 AM.