Quoted from snyper2099:
This is a fantastic thread. Your work is great and so clearly thought out. Congrats to you on making a spectacular game.
Sorry if I overlooked it but can you possibly shoot/post some gameplay footage of it or, explain any of the rules of the game thus far?
Thank you so much!
I've been streaming the build on my Twitch channel and you can check out the archive of the latest videos here: https://www.twitch.tv/thearrrrrcade/videos Although the current latest video (12/9/2019) shows me working on a top secret mini game that's separate from the main game. I hope to talk about that more in the next week or two.
I'll be streaming again tonight so I'll try to record some gameplay sessions while explaining the rules so I can upload to YouTube. I've been meaning to do that for a while. I've documented what has been implemented so far here: https://github.com/mwseiden/metroid_pinball/blob/master/game_rules.txt
It is a game with a few layers. First, it is a dungeon crawler. You are always in a room which acts as a mode with its own rules and/or bonuses. Each mode has certain shots designated as the doors to other rooms. Some doors have conditions to pass through them, such as requiring a missile to open a red door. Some doors are inaccessible without completing that mode. The idea is to travel deeper into each area and defeat its boss.
You collect missiles and power bombs on the lower two side stand-up target banks. These are consumable items and are used to open doors or blow up bridges. However, holding on to them adds to your end of ball bonus.
You can blow up bridges by going through the upper playfield center lane while having a power bomb. This is the castle/saucer/sparky toy in the game. The side ramp feeds that lane most often. The upper playfield is also accessible via the upkicker behind the drop targets but there's a bit more nudging needed to get to the center lane. Blowing it up rewards another skillshot.
You can start a 3 ball multiball by hitting the captive ball by the side ramp enough times. This stacks with the room mode. You collect jackpots and build up the super jackpot value by hitting the red shots. The super jackpot is in the upkicker. This is a shot that can only be made from the left flipper and requires you to stage the upper flipper if you are cradling any balls on the right flipper. Or just flail, that works too
The spinner changes what area of the playfield is worth more points. The current score bonus area is indicated by the directional light in the center insert.
The back ramp will start high jump mode if you hit it enough times. But that's only partially implemented.
The center stand-up bank qualifies miniboss mode if you complete it 3 times and you collect it on the scoop. It acknowledges that you would have started it but the mode is not implemented yet.
The in/out lanes light your outlane ball save which can be stacked.
There are a ton of skillshots.
And probably a bunch more that I'm forgetting about. There's still plenty of work to do!
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