Will it be possible to swap it with a Nucore type config? For example a machine with an LCD and 1/8" mini plug for the sound already installed?
Will it be possible to swap it with a Nucore type config? For example a machine with an LCD and 1/8" mini plug for the sound already installed?
I have been working on this. These are the things that are done to the point of just needing final graphics, sound, and playtest/balancing:
* 5 of the upper table AR modes (The Graphics blocked out for later embellishment)
* The 4 ghost modes written (Been done for a while)
* 2 multiballs partly written (hard to finish writing without running on the actual table)
* The shop is largely finished with temp art
* The inventory/progression information screens blocked out with temp art and some icons have been added
* A bunch of misc elements written (Combos, multipliers, etc)
I ended up spending a couple weeks completely redesigning and refactoring the game's gameplay mode architecture and the underlying AR mode controlling architecture. Now it's much easier to plop in features and modes
Also, it actually took me a bit to nail down how I wanted the primary story modes to play out. I now have what I feel is a good plan that allows for some mode randomization but will still tell a cohesive story.
BUT I'm still stuck with the graphics card issue- the one I ordered in Dec never arrived! So I ordered another one and, according to the tracking, that card should be here today. I'm knocking on wood that it fixes my issue. I'll let everyone one know haps, as they say, either tonight or tomorrow.
-Lin
Good news everybody! You're all going to gaigantica 5 to deliver over-sized pinballs balls!
...And the graphics card fixed the issue I was having~~ Expect a new video within a few days!
Small update- I've been finding lots of little ball/switch/device related bugs here and there with all my new code. As an example: there are times when a drop target needs to be auto-triggered but it isn't always behaving . I also spent the better part of the weekend optimizing and tweaking my driver plug-in to smooth out some issues.
Anyways, I'm weeding through all these problems now. Once everything is buttoned up I'll make a gameplay video.
Great to hear updates, sorry for the bugs (but hey, there always are bugs at first!). It'd be great to see an updated video soon!
Hopefully this will run on a cheapo mini itx or microatx computer with a gpu integrated cpu.... for the minimalistic approach?
Quoted from Nemesis:Hopefully this will run on a cheapo mini itx or microatx computer with a gpu integrated cpu.... for the minimalistic approach?
Minimum GPU requirement will be 7800GT, though I plan on shipping with a modern PCIe GPU card, a gig or two of ram, dual or quad core cpu, etc etc... POWER! Gotta prepare for the future ya know!
will there be an option to "build your own" computer? i have a 7800GT card laying around right now and a couple of core 2 duo processors
I'm sure all of the decent gfx cards are hard to find due to everyone buying and building rigs to mine cryptocurrencly like Bitcoin/Litecoin/Dogecoin/etc as they all rely heavily on gfx power.
Quoted from Linolium:POWER! Gotta prepare for the future ya know!
Yeah man....... that's the spirit.
QSS
awesome updates. I've decided to keep my SWEP1 around and order this kit when available. even have a spare PC to go inside it.
This might have been covered before, but do you plan on releasing a decal set with the game so the whole thing can become a dedicated game?
Almost more excited for this than predator.
Quoted from dgoett:This might have been covered before, but do you plan on releasing a decal set with the game so the whole thing can become a dedicated game?
Of Course.
Quoted from KingPinGames:will there be an option to "build your own" computer? i have a 7800GT card laying around right now and a couple of core 2 duo processors
Right now I'm leaning towards no ONLY because I'd be able to ensure consistent hardware between my dev machines and the retail machines. Also I would be able to more accurately plan game features for future kits. If hardware is too scattered there would be a *greater chance of* incompatibility issues. But, I haven't 100% decided on this yet.
Also the 7800 is what I'm using right now because my spare PC only supports AGP graphics cards. I will most likely ship with a GeForce GTX 260 or 560 or similar PCIe card.
Quoted from Linolium:Of Course.
Right now I'm leaning towards no ONLY because I'd be able to ensure consistent hardware between my dev machines and the retail machines. Also I would be able to more accurately plan game features for future kits. If hardware is too scattered there would be a *greater chance of* incompatibility issues. But, I haven't 100% decided on this yet.
Also the 7800 is what I'm using right now because my spare PC only supports AGP graphics cards. I will most likely ship with a GeForce GTX 260 or 560 or similar PCIe card.
are you sure intel gma cant run this? really? it runs a LOT of stuff including html5 , quake live, etc.
Quoted from Nemesis:are you sure intel gma cant run this? really? it runs a LOT of stuff including html5 , quake live, etc.
It's less so what could run it and more so what the engine will run on. Unity3d would more likely drop support for a mini system like that sooner then typical desktop equipment. I ran into this problem in Dec when Unity3d dropped support for some pixel shader 2.0 cards (the card I was using was one of the dropped devices). It would be devastating if I used a minimalistic setup and the engine drops support for my hardware not long after the game's release.
Quoted from Linolium:It would be devastating if I used a minimalistic setup and the engine drops support for my hardware not long after the game's release.
I don't think it would be a big deal. You can always disable the onboard graphics on those boards and add a new graphics card if necessary.
I need to assume not everyone who buys the kit is computer savvy enough to do that kind of upgrade. Most will be, but many won't. How horrible would it be for someone to get the kit and 3 months later have it rendered unplayable because hardware support is dropped. I rather not go down that road. Eventually, no matter what, the computer system hardware will need to be upgraded... look at the Pin2k computer issues we have now with its 15 year old hardware. As far as I'm concerned, the computer system that ships with the kit needs to last at least 3-5 years before upgrades are required. At which point I'll offer some kind of system-swap/upgrade support.
Anyways, those are my thoughts on the matter as of now.
PS. I know I'm blowing this issue out of proportion a bit, but I rather be safe then sorry.
Heres a new gameplay video. Please pay no attention to my horrible bricking, flailing, and overall failure to actually make shots
I will post a few more videos tomorrow detailing specific features currently in the game.
Thanks for the update! I like the sound/music. Fits well.
And I like the second game, more focussed on the upper playfield.
There was a lot of potential with P2k, glad there's a couple people bringing it back.
For someone who doesn't know the inner workings of P2k, I assume the detection of the ball hitting a virtual object on the screen is through switches in the playfield (either physical ones or optos)?
Very impressive work! Great talent.
Wonderfull to see p2k is still alive. Got rfm and episode 1, really hope this project will start another line of playfields!
Greetings from the netherlands,
Bas
Nice to see somebody actually working with the pin2000 to make a game that is actually wanted with a good theme.
Have only just heard about this (It takes forever for things to filter their way through to the uk!!). Looking good, and i for one would be rather interested when it becomes available
Small progress update: I've finished all modifications and tweaks to the playfield design. I've made many little changes that I feel are all for the better. I'm going to cut a new white wood this month which will be representative of the final production layout.
-Lin
All right Lin!!!! Keep up the good work, we're all watching your progress and we're pretty amazed and happy with what your doing.
Thanks.
QSS
Happy day after Valentines Day!
In this video I primarily discuss the hurryup modes. I also mention a few other changes as well- Specifically the new plunger lane and skill shot.
Its coming along really well. Love the ghost noises and damn that music is really growing on me. The modes look fun and updates every few weeks keeps interest levels up. Thanks for the updates.
I cant believe how much work you put into this and how far along you went. I'm highly impressed! I cant wait to see the next video.
Nice work. Can I suggest that you edit out your missed shots? If you're trying to demonstrate a mode or anything only show video once you start the mode or complete it. You'll lose some people's interest with the flailing.
Very nice work. Its very impressive to see this coming together.
A suggestion on plunge to upper playfield for easier....
Maybe an option in software to make it easy, fully playable (like current) or difficult, meaning 1 flip for skill shot, then upper playfield flipper becomes disabled.
Thanks all for the kind comments! I play competitively myself in local leagues and such, so I'm doing what I can to try and bring many playing options and lots of risk/reward opportunities. It's a difficult balance to make the game both walk-up friendly as well as competitor friendly.
Quoted from boogies:A suggestion on plunge to upper playfield for easier....
Maybe an option in software to make it easy, fully playable (like current) or difficult, meaning 1 flip for skill shot, then upper playfield flipper becomes disabled.
I'm not really a fan of this idea. I see where you coming from, but 1) All the "cool" stuff happens up there and 2) The modes on the upper table are the story modes that bring you to the final wizard mode. It seems a bit counter effective to add a feature to effectively forces the story elements to be disabled for a few seconds. I feel that there are other ways that the game's difficulty can be tweaked in a more natural way.
maybe you should have a bonus if you make the previous Hurry up. Say if you actually get the hurry up for Run. Make Hurry worth 3 million to start instead of 2. And if you make both Run and Hurry, then the next one start 2 million higher.
That way you have a stacking bonus and benefit if you make it or not. Risk/reward factor.
Nice to see the ball going 'up' from plunging the ball and nice idea with the hurry-up multiplier.
The magnets do their work very nicely. When are the on (pulsing) or not? Or is that not programmed yet?
Thanks for the updates: keep them coming please .
Quoted from sven:When are the on (pulsing) or not? Or is that not programmed yet?
They've been programmed for a couple months now . Next video I'll talk about them.
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