Modelling failure - the software I am using shows that the model is several feet long (it's about 5" when printed, but should be more like 2.5") I've made some changes and hopefully my print works well tonight. No idea what's up with the scale - every software I import this model into shows the same thing.
Even if it doesn't print well, I figured out why my pop won't pop, but I'm still a bit stymied on why one of my drop target bank reset coils fires so weakly. Wiring checks out, but I'll do a deep dive this weekend... because - my last SW-16 arrives today! I'll get that installed and wired up so that I can get the last few drop target optos wired, and work on modelling up the magnet holders within the mech. 'Course, that might prove difficult because I stink at modelling, but you only get better at something with practice. Holders need to be plastic to 1) provide air gap (so they don't immediately grab the ball on a slow roller) and 2) so the field isn't altered/enhanced with a set of magnets sitting on top of some metal.
Regarding modelling, I also have to make changes to the targets inside this mech, but I feel more confident about that as I have a good model I'm using for the target itself already.
Once I have things in reasonable shape, this project is going to slow waaaaaay down as I'll likely want to get my next whitewood CNC'd, and I don't know anything about that whatsoever. I also mentioned I'm terrible at CAD, so that's going to help. On top of figuring out how to get it CNC ready, I would also like to send my ball guides off to sendcutsend or a similar place to be accurately cut (instead of with a hacksaw).
On the list this weekend: going to try to grab some cheap plexi or something to cut rough plastics. The ball currently goes flying around based on how the mechs are popping off, and I want to ensure that that is limited, or that the plastics allow the ball to safely return to play. Majority don't get caught behind anything, but I'm shooting for as few hangups as possible (ideally none, but I'm sure we all know that's not realistic ). Physically, my launchers are using some off-the-shelf parts to handle moving the ball horizontally after it makes the vertical leap up the tube. Those are working pretty well in diagnostics, but not so much in game. I need to make physical modifications of some kind. I am thinking I might need to make a custom sendcutsend order for those guides as well.
Otherwise it's programming, programming, programming. I have a lot of work left to do before an artist jumps in. Though I have a full game with progression and multiple target modes, there's some extra flashiness I want to add to game progression.
Some more details about the game rules:
Since it is a gobble hole game, by default it is going to be a five ball game (can be adjusted from minimum of 1 to max of 5 - each adjustment down will award more and more spotted targets in sequences, awarded randomly on ball start).
Difficulty modes (there will be two) will allow for quicker achievement of various spotting awards, and starting the main adversary mode on each ball.
Each ball can achieve one of (at the moment) 6 target sequences that will influence the next ball upon successful completion of the gobble mode. There will be two protagonists, but the game will choose between them at random based on performance from ball-to-ball. If you've followed my previous games, I'm not a huge fan of end-of-ball bonuses. I'm going to try to award more substantial bonuses that carry over to your next ball, rather than just some points. There might be points as well.
Initially, I was thinking about 10 adversaries, but I've reconsidered. If there is an artist that is willing to work on a lot of concepts, I'll keep coming up with new ideas. These ideas will have some effect on the ball in play, and will award their own bonuses. Each adversary is randomized after completing the previous adversary mode. Meaning: you remain on the adversary until you finish their mode, even from ball-to-ball.
There will be three ways to lose your ball: draining, tilting, or gobbling. I might make tilt with a couple of warnings (adjustable) as you will want to nudge this game. I am a person that enjoys the thrill of nudging without a safety net. Others hate it.
The screen will be a bit crowded with the mechs hanging over, but I'm planning on some small hurry-ups tied to rollovers.
The main thing that lower playfield things will do is spot targets within sequences. The lanes, when complete, will spot a random target from any of the major sequences. Side targets, when complete... spot as well. Left and right side screen mechs will spot targets on the main left and right side sequences.
The style of layout is going to be polarizing enough that I'm going to try not to alienate people with the rules. We'll see if I succeed.
When you start the main adversary mode, the two center walls will pop up simultaneously. After hitting certain targets (different for each adversary), the walls will fall, opening your direct shot to the gobble hole.
At the moment, I have each of the sequences set in the game, as well as gobbling and a basic end-of-ball bonus.
In my head, I'm scripting callouts and animation sequences. I have been in touch with a few artists, but most in the style I want are booked up at the moment. I've been toying with some musical compositions as well (and how they will fit within the animations I have planned).
Hopefully that all makes sense, but the idea is that it'll be very clear to the player what needs to happen. I'm hopeful that in another few weeks I'll have the basic programming done, and awaiting assets.
I know that's a lot of text. Photos soon, promise!