So I got bored at some point and decided to take on a new project with my P-ROC. I'd mostly been using it to noodle around with developing an enhanced ruleset for my DM, then I thought, it's a widebody with a fairly action packed theme... what if this had been done as a Pin2000 concept? So quickly I put together a list of requirements to roughly attempt a mockup...
First, it had to be fast. Second, it had to be extendable. Third, it had to be widely supported to ensure that the development wouldn't be a total pain. So I decided to do the concept in .NET primarily because of the widely supported XNA framework. It was also easy to develop a game sketch that performed very reliably in XNA. The PyProcgame framework that is available for P-ROC development made some of the most complex developmental tasks regarding pinball pretty trivial... you had a mode stack, switch handling and much of the plumbing there for your game... you just had to write the rules logic and any logic that controls custom mechanisms. So to make my life a tad more seamless, I ported the entire pyprocgame framework over to .NET (those of you who wish to take advantage of the framework can do so at github.com/compy/netprocgame)
So after I had developed and ported over the essentials that make up the main framework, I began working on the main game logic. I decided that I didn't want to mirror the glass or tint it very much (if at all) because I wanted the main playfield to be visible. With the ability to control the GI with the P-ROC, I could control which sections of the playfield lit up and whether or not I needed to use those capabilities to overpower the monitor.
I had also decided that the monitor should augment the gameplay, not replace it. So there won't be any long drawn out movie sequences that hold the ball up for extended periods. I didn't want to drastically change the gameplay, so I was going to port over a lot of the existing modes with a few new ones.
Here's a list of some of the modes:
-- Car Chase Mode: Hit the cars to begin the mode. Shoot the car chase ramps sequentially, after 4 shots, the right ramp divertor opens, shoot the ball up the right ramp, a lightshow plays, movie quotes can be heard, and a jackpot is lit. The claw automatically releases the ball here.
-- Explode Mode: Explode mode uses the monitor to project explosives on the playfield. Hitting these explosives awards a set number of points. Doing so in shorter time intervals awards more points. Certain objects are randomly placed to add power-ups, bonus multipliers and such (visible on the heads-up display at the upper left corner)
-- Capture Simon Mode: Hit lit shots in a certain time interval to capture simon, collect a mystery item and be awarded a jackpot.
-- Museum Shootout Mode: Hit suspects projected onto various portions of the playfield. Avoid hitting civilians. Hitting a civilian docks points from the score. Headshots earn more, and a headshot is any shot that goes from a flipper to the projected target without hitting any intermediate switches. Ricochets earn less points, and those are any hits that hit an intermediate switch first. You are also limited to 10 shots per flipper, but can gain more by hitting bullet items randomly projected.
-- ACMAG Mode: Hit the jet bumpers to increase ACMAG power to 100%, or start ACMAG from the claw. Repeated shots to the center ramp award very little, but blowing up other items with the ACMAG award more points.
Completing MTL increases the bonus multiplier (up to 5X)
The retina scan increases in value and awards the full 5-10-15 million every 3 shots consecutively. Completing the 3rd retina scan accepts the scan and begins museum shootout mode.
The multiballs for the most part are the same, but the claw is used as a captive lock on the playfield. Each multiball increases the number of balls in play, so you won't always get a 5 ball multiball, and only one jackpot is lit at a time. A certain number of shots must be completed to light the next jackpot, so this is a lower scoring game. You won't get 20 million just for shooting the ball into play.
Another notion is the concept of 'power ups' and achievements. These can be pawned for a bonus at the end of the game if not used. These power-ups include:
Extra ball -- You already know what this is.
Bonus Multiplier -- Again, you know what this is.
Call For Backup -- When draining, you can double-tap the left handle button with this power-up to launch a ball back into play. If you're currently in a mode, this can launch another ball into play where hitting a certain number of targets is more beneficial, this is good since there will be a higher chance of hitting those targets.
Smart Bomb -- Kills anything standing on the playfield (except civilians)
Glow Rod -- Increases the killing power of each target shot. Keep in mind that using this power-up can be beneficial, but shooting bad shots with this power up enabled can disable GI lights in the section that you hit, making the game harder.
There will be more power-ups and things, and I'm looking for ideas, so please feel free to suggest some!
So far, I've gotten the basic OS and framework running with the physical mechanics control and display system. Here you can see the HUD in action as well as some of the basic mode code: