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Idea: Original Table Development Teams?


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#101 lodger

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Posted 08 April 2016 - 10:17 PM

Update: added some graphics tweaks, planning to have character portraits that light up below the active player lights

update4-8_t.png

I created a rough ruleset that i think will work well that allows for some mode stacking, combining resources to make big shots. Let me know what you think.

I also wanted to check with people to see who was still interested in collaborating and at what point they would be free. Things have gotten a bit quiet compared to when we got started and wanted to make sure that i didnt overstep in my latest additions. Thanks!

 

//////////////////////////////////////////////////////////////////////

Early Rule Set

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Hit each of the the 3 ramps to turn on Supply Room Kicker (far left)

If supply room is on, receive random award

-letters to spell “Supply”, Complete for replay (to be visible on dmd)

-instant mini multiball

-extra ball

-Big points

-Med points

-Small points

-Advance multiplier

- advance Spinner charge to max

-Hurry up to jackpot ramp (advances X5)

-~4 junk objects (collect to trigger voices “what’s this?”, “I don’t know”, “maybe if I put them together”, and finally “well, it worked in some other game” and add initials for player that has collected the most junk, replay if they are. Offers a reward of only 10 points.)

Complete upper red targets (by bumpers and vertical) to drop pegs to drop pegs by start mode scoop, shoot mode into scoop to start. At this point, the player selects which boss they will fight ( what character they will try to rescue) when they first hit the scoop. Selecting boss only occurs when a player has not completed any modes towards fighting a boss.

The hatch to the lower area will open based on the number of modes required to start a particular boss fight. This will increase as the player advances (i.e. at start might need to complete 3 modes to open hatch, this can advance up to 5.) To launch more than 5 modes, you must complete the boss battle. After boss hatch is open, no modes will be launched that involve the bridge ramp (which elevates to open hatch.)

Below the window to the lower pf are character lights. By default, the payer can play as the captain character. The light when lit indicates who the current character is. The channel with the kicker on the upper right is used to select a character (after you have earned them by fighting and defeating bosses.) to swap your character, the player must arm this kicker by hitting the bridge ramp which turns on a 15 second timer to swap the character out if it is hit.  When this kicker is hit, player will use the left and right flipper buttons to choose a character and will hit start to select. The ball is then kicked out either after the character is selected or after a 10 second timer is completed.

Regarding characters, each will have an advantage against particular bosses. Each player also offers a special reward if the in/outlane rollovers are completed while that player is selected. For example, One character may offer jackpot x bonus multiplier during multiball if charged and active. The light below the character lights with character profile will denote whether that player has been charged.

After a mode is completed, complete a target bank to prime a new mode which is activated by hitting the scoop.

Bumpers advance which mode will be started.

During a boss fight, each boss will have a set number of hit points, and a player will need to identify a boss's weakness (2-3 shots will do damage, but one will likely do more damage, especially if it is with the right character).

Character pertaining to boss is awarded after bossfight.

Spinner ramp charges spinner up to 4 which increases value per spin. One character may increase spinner value x balls in play

 

hit lower White targets activate kickback

Hit bumpers 100x to light, increases bumper value.

Minimultiball

After bumpers are lit, hit bumpers an odd # of times. hit left and right scoop targets to drop pegs if applicable and open hatch.  If mode is ready to be activated, this will allow the mode to be started in multiball mode.

All points earned during minimultiball are doubled while balls in play is greater than 1. This mode can be stacked with standard multiball. Starting mini multiball turns off bumper light.

Standard multiball: lock 2 balls in lower pf, hit jackpot ramp to start. 

Jackpot ramp is horizontal, cycles through small, med, to large jackpots when hit

Extra ball lit- hit player select kicker to collect

Jackpot ramp orbit: add to orbit counter which is multiplied at end of ball, extra ball lit at 10, 25, 50 and 100 orbits (a la bear kicks in TAF or the spiral on TZ)

Timed modes:

Targets worth x amount

-Bumpers advance bridge value, shoot to claim,

-spinner at max, horizontal target mode x score

-shoot all lanes,

-shoot supply room,

-moving target,

-shoot mystery lane,

Supply room advance letter toward spelling “supply”,

open lower ramp,

target banks x multiplier


Edited by lodger, 09 April 2016 - 01:27 AM.

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#102 TedB

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Posted 09 April 2016 - 11:44 AM

Nice ruleset! Pretty deep for an original :)

 

I just had a silly idea that is not specifically related to this table, but it does apply specifically to originals. There is always a risk that a table has unbalanced scoring and can even become a one hit wonder or at least have its focus on a few shots. Pretty hard to avoid especially if you don't have a large team to playtest and tweak rules. I had an idea to solve this by introducing a "spreading" variable. That means that any scoring is multiplied by a spreading variable that is calculated based on the spreading of the shots (you could even have an analytic chart on the backglass). 

So if you never shoot the left ramp because it is hard the longer you play the lower your spreading variable will be until you shoot that  ramp a few times.  By keeping track of all the shots you can also keep an eye on the difficulty and improving the rules. 



#103 lodger

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Posted 09 April 2016 - 12:33 PM

Nice ruleset! Pretty deep for an original :)

 

I just had a silly idea that is not specifically related to this table, but it does apply specifically to originals. There is always a risk that a table has unbalanced scoring and can even become a one hit wonder or at least have its focus on a few shots. Pretty hard to avoid especially if you don't have a large team to playtest and tweak rules. I had an idea to solve this by introducing a "spreading" variable. That means that any scoring is multiplied by a spreading variable that is calculated based on the spreading of the shots (you could even have an analytic chart on the backglass). 

So if you never shoot the left ramp because it is hard the longer you play the lower your spreading variable will be until you shoot that  ramp a few times.  By keeping track of all the shots you can also keep an eye on the difficulty and improving the rules. 

Interesting idea- I'm hoping to avoid unbalanced scoring, so far I've been working at least to make the big shots difficult to set up so there is definitely a risk to seeking the higher payoff. The other thing that should help is that the values of particular shots cycle. I tend to like games that offer the challenge of finding creative ways of using the rules to set up and make big shots.

 

Regarding your idea, One way to work this (might be more than the scope of this project) might be to have a 1-10 variable assigned to each object on the table.  if the object is hit multiple times in succession, the value of this goes up, when other objects are hit, the integer for each object goes down. The score granted by the particular object could be a function of how high or low this "use integer" is. good thought!

 

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#104 cyberpez

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Posted 09 April 2016 - 02:21 PM

I'm still around and plan to help with what I can... Last week or two have been busy.. I did have some time to work on the basement a bit... Got the pf lights working as flashers and also made sure everything was adjusted to sit on playfield and not float above..

I like the sound of your rule set... Lots of shots to make and things to do :-). I won't be much help getting that coded though, boyond my skilz...

I should be able to help with other things like ramps and other little details... Along with chugging away withe the basement.

When you get to a point let me know and I can merge my changes into your table.

#105 lodger

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Posted 12 April 2016 - 02:47 AM

hey cp- here's the updated upper. I'm anxious to see what you've done w the cellar! I'm going to work to put together some preliminary graphics for the table, starting to sketch a few backgass proof of concepts.

 

4/11/16

Updated Upper PF, refining shots and elasticity of objects, moved a few lights.

https://www.dropbox....-11-16.vpx?dl=0


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#106 lodger

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Posted 23 April 2016 - 11:23 PM

characters_t.png

Here's a few things I have to update on:  I've put together a tentative list of characters along with what their select lights will look like.This is still way rough concept art but seems like it will work well.

I've been working on writing more music and will be starting a bit more on sound effects this evening so we should have that loaded soon.

 

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#107 lodger

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Posted 30 April 2016 - 09:48 PM

Hey all- Was sick for a few days with the flu and had a few free moments to experiment with some new techniques. I had done some graphic work on the lights, portraits, and did some concept art of an alien drone/added that to the table. I think it works well, but feedback is always appreciated.

CP- I'll upload my version shortly. Good job on the ramps! I'm still having issues with slowdown with the mini display- I'm wondering if its a computer specific issue with my laptop.


aliendrone_t.png
collabtable4-30-16_t.png

 

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#108 lodger

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Posted 06 May 2016 - 04:32 PM

'*old *https://www.dropbox.com/s/uvehk0nmrslpqjg/vp%20collab%204-30-16.vpx?dl=0

'

'Here is the most updated version if anyone wanted to give it a try/give feedback.

'

'This weekend I'm developing sounds and integrating them into the script. I've also found a few new tracks that should work well for the soundtrack (should 'have the update with sound by the end of the weekend.) As always, let us know if you have any suggestions/feedback!

////////////////////////////////////////////////////////

Update 5/7/16

 

https://www.dropbox....5-7-16.vpx?dl=0

 

added sound effects, laid in basic playsound scripts to see how they'd work with the music I linked to earlier....Sounds pretty good IMO. I think I'm going to need to take a break in a bit (I feel like I'm losing objectivity), so if anyone would like to start doing some scripting or has some ideas regarding graphical stuff, let us know and join the fray!

 

-Lodger


Edited by lodger, 08 May 2016 - 12:29 AM.

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#109 lodger

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Posted 08 May 2016 - 01:39 AM

https://www.dropbox.... slime.psd?dl=0

 

Here is the link to the Photoshop file for the playfield. I'm going to take some time to dedicate to DMD images and animations I think. Anyone up for getting started on some programming/finalizing play field before we move forward? Thanks

 

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#110 lodger

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Posted 02 June 2016 - 05:45 PM

Hi- Just letting everyone know we're continuing to keep working on this build! We've done a few revisions to the playfield including merging ramps, exploring some primitives as well as revising some core mechanisms. I'll update once we take care of a few things but wanted to let everyone know there's definitely stuff going on behind the curtain :)


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