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Idea: Original Table Development Teams?


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#81 cyberpez

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Posted 17 March 2016 - 03:20 PM

What about something like this?  Complete left or right drop bank to open the left or right diverter allowing you to capture the ball.  Otherwise it would just be a loop behind the meteor (some sort of loop bonus?)  I added in bumpers..  for the bump of it..  I have the feeling we would need to adjust the flipper angles to make the side loop shots something we would need to play around with...

 

What if...  we made the kicker (by the bumper) a capture too (after enabling it, otherwise some sort of rotating bonus?)  You could then lock up to three balls with the 4th coming into play representing all 4 members of the crew(different colored ball for different crew member?)....  for 4 ball multiball..  It would be an achievement to lock all 3..  so maybe you could start multiball after any ball is locked, but could also save it for up to 4 balls.

 

just an idea..

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#82 lodger

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Posted 17 March 2016 - 10:19 PM

CP- I really like the idea of having the ball lock in the lower pf- with your idea, what would be in the space between the 2 bumpers? If you get a chance to throw together a demo version of your lower pf, please share.

 

I've never designed a lower pf before but one of the things i've learned form botched designs is that  having targets, bumpers, etc close the flippers can result in fast drains and tricky control.

I think this evening I'll take a stab at making some music/sound design. I've been a bit frustrated by some of the bagatelle trough design and that might be a good change of pace.

 

Eala, any strategies or suggestions regarding layout for small spaces (i.e. upper pf and lower pf's?)

 

Thanks all and keep up the good work.


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#83 cyberpez

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Posted 18 March 2016 - 09:28 PM

Here is a test with the basement layout I had.  The bumpers did not consistently throw the ball to the drain like I feared they might..  only had it happen twice out of quite a few playtests...  I changed the angle of the flippers a bit and was able to shoot the loop both ways, but not easily.   layout still needs work!!..  but it's a start.. The space in the middle is still the meteor..   If you want to see the whole lower playfield you can change the upper playfield image to playfield_invisible..  it makes it a trip to play though  :stunned:  especially when you drop the ball into the basement and it comes back at you..  

 

It's not to hard to move things around the hardest part is the Z axis..  a lot of trial and error sometimes...  

 

Again, if you want to raise the ramp to open up the basement its the T key and Y closes it again.  

 

https://www.dropbox....-18-16.vpx?dl=0



#84 lodger

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Posted 19 March 2016 - 03:20 AM

CP I really like the update- gameplay in the lower level lasts a good bit longer and the yellow lights down there look the business...very nice contrast!

 

A few thoughts that i had while playing it was that if i were walking up to the table the first time, I'm not sure how evident the loop would be to hit since much of it is covered by other parts of the upper playfield. I struggled to make the shot but it may be that i'm just exhausted right now (I'm longing for my college era fortitude)

 

Do you think there would be any benefit of having another way into the loop I.e. have a spinner disc where the meteor is that can rotate both ways that could spin the ball around into loops?  What do you envision the meteor being/doing?

 

On my end, I'm working on putting together some early music ideas that i should have done by the end of the weekend. I'm also putting together a list of potential modes or features, which could help us clarify what some of the gizmos on the playfield will do.

 

 


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#85 lodger

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Posted 19 March 2016 - 03:15 PM

I threw together a new track this weekend (the second one- pretty high energy so would have be be in a more dynamic part of game) and found an older one I wrote (the first one-electro style track) that should work well. These can be looped, transposed etc to fit together or broken down to be more minimal.

 

https://www.dropbox....REASON.mp3?dl=0

https://www.dropbox....ission.mp3?dl=0

 

I'll have a look at making the list of potential modes, features, etc later

 

let me know if you think musically this would be appropriate- i suspect the other stuff i write will be a bit more ambient

 

-Lodger


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#86 anthias

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Posted 20 March 2016 - 12:02 AM

Hi guys, just had a read through this thread, and thought I'd pop my head in and say great work so far! Really interested to see what you guys can pull off with this project.


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#87 faralos

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Posted 20 March 2016 - 04:32 AM

I'm back online...need any help of any sort?


"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs


#88 lodger

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Posted 20 March 2016 - 11:50 AM

good to see you back, Faralos! One of the big things we'll be able to do soon is brainstorm rules with the layout. which will inform the design of lights/etc Cyberpez is finalizing his design of the lower play field and I'm starting to do some sound design stuff for it. We're using vpx as the basis for the game, so if you are able to playtest your feedback would be appreciated!

 

-Lodger.


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#89 lodger

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Posted 20 March 2016 - 10:55 PM

Hey all- i had a chance to look at the pf a little more and found a few things i'd like to add

1)a target where below the upper left orbit that would be hit if you miss the shot

2) where the mid bank of 4 targets are taking 2 out to add a scoop that would lock balls or start modes(with targets to the left and right of it)

3) maybe a visible ball lock of sorts?

 

CP- if you were looking to do the loop thing like you were thinking, changing the positioning of the flippers might be helpful to get a loop going. have a look at the upper pf of wwf royal rumble for a miniplayfield that includes drop targets, an orbit diverter and a kicker hole if you were still looking for fodder for ideas. One of the things i was thinking was that it could be nice to have a series of rollovers around the loop that trigger a series of tones that increase in pitch as they get closer to the flipper. This could help make up for the fact that you can't see the loop but you could get the timing with your ears.


Edited by lodger, 21 March 2016 - 12:01 PM.

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#90 cyberpez

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Posted 21 March 2016 - 04:52 PM

Liking the music so far!!

 

I had another idea for the lower playfield..  You mentioned spinner disk instead of the meteor..  (I didn't know what the meteor would do anyway besides get hit...)  So I added one..  with targets around the top of it..  I also opened up the loop a bit and took out the bumpers.  I'm thinking the left and right drops would still open up ball locks..  I added arrows to point that way so you would know there was something there..  maybe text on the plastics..  drop bank to light lock..  arrow would flash meaning gate was open solid when ball locked..  

 

For the spinning disk..  maybe the loops could add a multiplier to the disk targets (the lights in front of the disk)  Use the "U" key to start it spinning....  

 

I also moved the whole lower playfield down a ways..  so you could see it better.  Flippers are adjusted a bit too..  I was able to shoot the loops left and right..  the spinning disk ads quite a bit of action also.

 

I like the idea of adding sound to the loop, but would have no idea how to code that..  So anyone else can feel free to add that in later down the road...

 

Let me know what you guys think of the new layout...  We can always go back to the other...  or try something else too

 

https://www.dropbox....-21-16.vpx?dl=0

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#91 lodger

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Posted 22 March 2016 - 12:01 AM

Liking the music so far!!

 

I had another idea for the lower playfield..  You mentioned spinner disk instead of the meteor..  (I didn't know what the meteor would do anyway besides get hit...)  So I added one..  with targets around the top of it..  I also opened up the loop a bit and took out the bumpers.  I'm thinking the left and right drops would still open up ball locks..  I added arrows to point that way so you would know there was something there..  maybe text on the plastics..  drop bank to light lock..  arrow would flash meaning gate was open solid when ball locked..  

 

For the spinning disk..  maybe the loops could add a multiplier to the disk targets (the lights in front of the disk)  Use the "U" key to start it spinning....  

 

I also moved the whole lower playfield down a ways..  so you could see it better.  Flippers are adjusted a bit too..  I was able to shoot the loops left and right..  the spinning disk ads quite a bit of action also.

 

I like the idea of adding sound to the loop, but would have no idea how to code that..  So anyone else can feel free to add that in later down the road...

 

Let me know what you guys think of the new layout...  We can always go back to the other...  or try something else too

 

https://www.dropbox....-21-16.vpx?dl=0

I just spent some time playing the new lower pf and think it should work out well! do you have any thoughts on having the vortex spin (having a flat primitive that rotates when the ball is in the lower pf? My 3d skills are a bit primitive (total dad joke there) so I'm not 100% sure how to do that. I feell like we still might need to realign the ramp entry shot for the lower pf because it seems like its not the most straightforward to get up.

 

With the upper pf, i'm seeing a few things that might benefit from a tweak- the upper saucer by the flippers the angle feels a bit off and the angle that the ball deflects to if you hit the ball into the curved ramp in the upper pf doesnt feel right. I'll have a go at fixing these in a bit.

 

I'm going to tinker around with some concept art and the rule sheet i'm working on. Provided i get the chance that i think i will, i'll upload a new version within the next day or 2 with some new ideas.

 

Does anything have any thoughts about having an array of aliens you have to fight as bosses? if anyone wants to share any concept sketches of what the aliens might look like, it would be cool to get some new perspectives


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#92 cyberpez

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Posted 22 March 2016 - 01:05 AM

It does spin... The U key on your keyboard should start it spinning :-)

#93 lodger

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Posted 22 March 2016 - 12:26 PM

Thanks- missed that!


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#94 lodger

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Posted 24 March 2016 - 05:55 PM

Just an update to let everyone know progress is still under way.

Yesterday I modified the middle 4 target bank to be a scoop with a push target on the left and right.  I imagine this would function to launch gameplay modes a la the scoop in AFM or TAF. Complete a certain number of gameplay modes to open the hatch to fight the boss area in the lower playfield. I suspect one of the characters you can earn would have an ability to open the hatch with less modes or offer an option to risk the number of modes you've completed by opening a timed shot with the hatch to give credit for completing the modes.

 

I've made a few modifications and am hopeful to have a version up for this weekend to get everyone's feedback on layout and a written rough set of rules.

 

I'd like to add a spinner at the far left lane and would like to have some sort of event that charges/increases the value of the spinner.

 

I had an idea that the kickback can be run by 2 robots you build by completing drops, they destruct when the kickback is launched and you have to rebuild them.

 

One of the things I was thinking we could do is for each of the sections have one person who is a lead/facilitator and 2 people who are contributing. Once we finish up with finalizing the layout, would anyone be willing to start on the task of converting the walled/wired playfield to a more conventional pinball layout via rubbers, etc? it would be great to have primitive ramps, etc.


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#95 lodger

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Posted 25 March 2016 - 04:57 PM

update 3/25- updated table with a new scoop where the 4 targets were, objectives will need to be completed to drop the pegs.I started to rough in some lights to the table. One idea i had would be to keep the current layout, but have the upper part seem like it was taken over by the aliens using the vortex to invade our galaxy. I'm imagining since everything is blue having a orange yellow and green slime\alien exo skeleton motif for the upper part of the table. fight the bosses and then shut down the vortex.

https://www.dropbox....-25-16.vpx?dl=0

 

2 new pieces of music to add as well. first is an original composition from this morning, the other was another thing i had written but might work thematically. I was thinking that if we have multiple characters, each character would have a different remix of the main themes (somewhat minor changes i.e. different percussion, different effects, etc.)

https://www.dropbox....ip mp3.mp3?dl=0

https://www.dropbox....vening.mp3?dl=0

 

as always let me know what you think- any graphics people care to share any ideas? I'd really like some feedback regarding the exoskeleton looking upper part of the playfield meets the clean, technological lower with the lower pf being a neutral battlezone where the fight culminates


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#96 lodger

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Posted 29 March 2016 - 12:16 AM

Wanted to show this idea as a proof of concept to what I was describing earlier regarding an alien slime looking upper. I was able to render this out pretty easily using photoshop and think it might work pretty well as a concept to add to the upper pf, plastics, etc. I came across it while messing around with some filter options, specifically chrome and plastic wrap

slimeidea_t.png


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#97 lodger

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Posted 29 March 2016 - 11:14 PM

I attempted to apply the slime texture to the upper, but am not 100% sold. I'm thinking the idea is good, but its the implementation that needs work. Any suggestions from the graphics guys on how this could be made to look better?

update3-29-16_t.png

 

Eventually it would be need to add something like slime alien primitives or something like that?


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#98 cyberpez

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Posted 30 March 2016 - 02:48 PM

Hey there, been busy and have not had much time to try out the latest version.  I like the idea of a scoop/kicker to start modes.

 

The slime is a nice idea also..  I wonder if you hardened the edge (instead of fuzzy)  and then gave it a bevel to give it more of a 3d look?  Would be cool to have it dripping off of plastics and whatnot also..  not sure how that could be done though..  hmmm



#99 lodger

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Posted 01 April 2016 - 12:40 AM

CP-Good call with the harder edge brush. I'm hoping that using a harder edge should help establish that feel like you said. I'll have a stab at sliming and aliening up the upper and doing some plastics over the weekend if i get an hour or so.

 

I threw down some lights which i think adds a bit of traction for developing rules. let me know what you think.

 

3-31-16_t.png

3-31-16b_t.png


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#100 lodger

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Posted 02 April 2016 - 06:53 PM

https://www.dropbox....4-2-16.vpx?dl=0

 

At long last, I think i have some mechanics worked out- I wanted to post these up to see people's reactions.

 

To start off, a few notes: right now there hasnt been much effort into graphics on the table and things are subject to change, but I think anyone who plays will see that the flow of the table and the layout will make a good bit of sense and will do a good job at varied gameplay, combo shots, etc.

 

The table as I am imagining now focuses on the story of a future government research team of 5 individuals who are in space testing some new technology. A captain, a general,  a daredevil pilot, a scientist, and an engineer in charge of sanitation (that everyone treats like a janitor.) At the onset of the game, the characters become aware that an alien race (tentatively ant like, 1960's sci fi monsters) begin to take over the ship, leaving behind a sentient slime that is able to take over its prey/mutate them to serve as drones to spread the slime. The crew have to take down a series of bosses and then focus their energy on destroying a vortex through which slime is entering our dimension. In theme, I imagine it being a little like alien, a little like ghostbusters, a little armageddon, as well as a general pastiche of 60's monster movies.

 

The table will be broken into several key areas that correspond with parts on the ship. the upper rollover section is where you advance your bonus multiplier, it is the armory. the bumper area will be the engine room, the spinner will be a generator, the horizontal ramp will be the main bridge, the flipper area is the control room. Each player will have special abilities, you'll get to choose your starting character at the start of the game. You can change your character by hitting the kicker by the right flipper.

 

from the left, the leftmost kicker will serve as a random award after hit x time. the lower lane rollovers will turn on a 2 ball multiball where jackpot where you can lock the ball in the modelaunch kicker (center)(jp is horizontal shot) awards a 10 second frenzy mode w 3x scoring (can be stacked with regular multiball to award 3x jackpot plus enhanced scoring). to launch modes, hit the red targets to drop the pegs that block the scoop. Depending on your character's skills, it may make some modes more challenging, some much easier or may give some extensive rewards.

complete 4 sub modes to open the hatch to take on a boss in the lower playfield. if you beat the boss, you earn the ability to select a character that they have kidnapped. in the lower playfield, you can lock 2 balls. the lower hatch can also be opened for a limited time by shooting the vuk loop 4x.

A unique mechanic I was thinking of as well would be to have the spinner's turns charge the lights by it. over time it would tick down one by one until it is off.

 

let me know if you have any thoughts on what might make for better modes, etc. Anyone up for the task of ed modeling some ramps?


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