Quoted from chocky909:
Right now we need to see some visualisation of what a finished game might look, sound and play like so pinheads can compare it to classic pinball.
Agreed - that's the next step, or set of steps. We couldn't do that prior to announcing themes.
Bear in mind that this is a process. It started 4 years ago when I came up with the initial concept and designed the P-ROC:
Early ball tracking concept... check
Software framework (co-developed with Adam Preble)... check
Full ball tracking implementation... check
Serial driver boards... check
P3 - proto 1... check
Serial RGB boards... check
Serial switch boards... check
P3 - proto 2... check
Get feedback at shows (PPE, Expo, Houston, SXSW)... check
Hire an experienced game designer (Nordman)... check
Engage an artist... check
Release early concept art... (next week @ TPF)
Fill in staffing gaps (sound/music, more software, more mechanical, marketing, etc)
Develop game concepts... check
P3 - proto 3 w/ full backbox/translite... in process
Game development... in process
Back end logistics (too many to list)... preparations being made
Until now, it's all been about the technology and building a playable demo game. Now it's all about the end product (theme, cabinet, artwork, sound/music, etc). Just remember this doesn't all happen instantly. The good news is that the game design process is well understood by veterans like Dennis. That's not to say it's easy or that success is guaranteed, but the process is understood. Contrast that with what we've done up to this point, much of which had never done before.
There will likely still be some confusion after TPF. We're announcing themes, but our proto machines are still tech demos. Unfortunately there's no way to avoid that without disappearing for the next 6-12 months and reappearing with completed games, but we won't do that. As we progress on game dev, the end product and more of our vision will become clearer. Until then, I'll try to answer any questions you have.