Silent Hill Pinball (Future Pinball - BAM)
WIP: Lots of updates... and rendering.. and baking!
So, I've been busy working away on this again... doing a lot of behind the scenes code and stuff you can't see. I did however redesign the first two layouts again so they play much better. This meant I had to redo... everything on them... and lots of baking.
Now, I have the entire game (and the first 2 layouts) completely ray trace baked (except for a few things that move dynamically all over the playfield). So all items on the playfield, the ramps, the complete cabinet, the Silent Hill visuals, are all baked now, and look so much nicer during gameplay.
I've also added ray traced (baked) Light Models throughout both layouts for most light inserts now (the G.I., flashers, spotlights, beacons, and effects all use
FP's realtime dynamic lighting). It's not as amazingly thorough as Niwak's VLM's and BTK (for example I didn't do any for ramps), as I had to do them all manually (the rendering, model importing, code, etc)... but its one of those things that once you see it, you can't do without it, and it looks so much better!
In desktop mode, the camera view will dynamically change to areas of interest, like mini playfield, the video display / inventory screen, or cinematic events, etc.
The game and cabinet in Blender
The rest of all these images are in-game screenshots using the pre-rendered / bakes models and textures (in
FP combined with its dynamic lighting)
Cabinet
This is also the first time I have completely replaced the entire cabinet with a new set of models, and baked textures. The reason (its my first time) is that
FP automatically creates a complete cabinet for you based on the playfield's dimensions (just create a texture for the art). However, I wanted to create a complete new custom cabinet with art and visuals. On the left side you see the grey foggy town and normal metals that transition to the rusty and bloody visuals of the otherworld on the right side of the cabinet.
Coin door
I wanted to have the foggy look and some black goop from the Lying Figures dripping down which changed to the otherworld, rust, and blood dripping down.
Rust and Normal maps
I applied some really nice textures and normal maps to the cabinet metals and rust which looks really cool in VR!
New Apron, Action button
I made an all new apron, with foggy / otherworld art to match the cabinet. On the left side are new gas segment displays for your Health (if you lose all health from attacks, drains, tilt, you die and its game over), Health Drinks and Syringes (which you can during gameplay and use in the Inventory kicker to restore your health.
On the right side it now shows all the ammo you have collected for what weapons you have. This may change in the future depending on how the combat system evolves. There are also two bulbs to show when you can launch a ball, or when you can do an Action / Shoot.
The lockbar now has a new Action/Shoot button that will flash / light up when you can do those actions.
Rust ball, chrome ball, bloody ball
I added a few ball options. A rusty ball and a chrome (which bleeds more the lower your health gets), and a normal chrome ball with no bleeding.
This game doesn't use the normal "balls" system (3,5,etc). Instead you start with 100 health. If you lose all health, you die, game over. So the lower your health gets, the more the lower half of the game's GI changes from normal to orange and then to blood red (with fading red effects and heart beating sounds). The flippers and ball will bleed more and more to match your health.
Scene 1 - First playfield layout
This game is different than other pinball games, in that the playfield layout will change as you play. Different sections are also modular and will change within the different playfields.
The start of the game of the game. The bumpers in the top center rotate and can lower into the cabinet, and something else can take its place.
Combat
You will have to fight different monsters with melee weapons or guns (which you aim with flippers and shoot with action button)
Under Mini Playfields
The center display section opens up to reveal multiple mini playfields that appear and move at different points in the game.
The Otherworld
At different points in the game, you will be playing on the rusty and bloody Otherworld. It can be dark with only a lighter or flashlight to see with.
On this section, the top area where the bumpers were are now replaced with a rotating section of gruesome sights!
The Under Mini Playfields also have changed their appearance.
Scene 2 - Second playfield layout
Eventually you progress to Scene 2 and the second new playfield layout. This one plays very differently! It has a Godzilla-like magnapost, and a MagnaShot in the center that you need to activate in order to access the right ramp shot. The right orbit needs to be opened up. It will lead you to the drop down lanes in the center loop to open up the orbit path to the hidden top left kicker which kicks you to the winding ramp. The combination of the loops, lanes and magnapost means the ball can be flung around the post in different directions unexpectedly!
This is just the start of the game, and there is much more to the gameplay... but I having done some much new baking and other things, I figured this was a good time to show the latest visual updates.