(Topic ID: 298806)

3rd Party P3 Module: Drained from For Amusement Only Games - drainedpinball.com

By bingopodcast

2 years ago


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#1 2 years ago

Hello all!

If you're unfamiliar with my work, I am the developer behind a few homebrew games:
The Multi-Bingo (reverse-engineered 142 bingo pinball machines to play in a single cabinet with swappable playfields using the P3-ROC) https://pinside.com/pinball/forum/topic/multi-bingo-machine

Multi-Races (reverse-engineered 36 one ball horserace games to play in a single cabinet with a single playfield):
https://pinside.com/pinball/forum/topic/multi-races-the-multi-one-ball-horserace-game

Robo-Frenzy (a new EM arcade game developed with Ryan Claytor): https://pinside.com/pinball/forum/topic/new-em-arcade-game

and three P3 games!

Quest For Glory (the point and click PC masterpiece completely rebuilt for the P3 platform): https://pinside.com/pinball/forum/topic/p3-game-so-you-want-to-be-a-hero-quest-for-glory-pinball

Ranger In The Ruins (an online-connected roguelike pinball experience): https://pinside.com/pinball/forum/topic/p3-game-ranger-in-the-ruins

Silver Falls (populate a house and complete various tasks as a custom avatar you design, with beautiful chillhop music by Scott Danesi): https://pinside.com/pinball/forum/topic/p3-game-silver-falls

--Edit 1/2022--
Flipper Foxtrot Rhythm Explosion (a unique rhythm action game) was also just released for the Cannon Lagoon module on the P3: https://pinside.com/pinball/forum/topic/p3-game-flipper-foxtrot-rhythm-explosion

I am also the long-time host of For Amusement Only: The E.M. and Bingo Pinball Podcast - https://pinside.com/pinball/forum/topic/new-pinball-podcast-with-an-em-and-bingo-focus-for-amusement-only

and one-half of the creative team behind Coin-Op Carnival, the unique, E.M.-focused zine developed with Ryan Claytor - https://pinside.com/pinball/forum/topic/coin-op-carnival-a-new-em-focused-publication

For my next game, I decided to develop a full playfield module for the P3!

This thread will document what and how, along with the challenges I face.

I use fairly old-school methods when it comes to design. As you'll see from some of the above threads, I draw schematics on vellum, and take the same approach when it comes to playfield design. I create a scale or full model on vellum, then make manual copies and use as templates for marking the actual module.

Please follow along for updates on the process. I'll be updating this thread as the module progresses (or as inspiration strikes)!

I also have a quarterly newsletter I've started. If you're interested in that newsletter, please sign up here: http://eepurl.com/hFW5aX

#4 2 years ago

OK... that's enough links. Now to the game.

This game will (hopefully) pass Multimorphic approval and be sold through Multimorphic's store, available to all current and future Multimorphic customers!

My game is going to be a bit of a throwback in design, single level. I am doing this because the goals of my game do not require ramps to achieve. If I added them, I would want them to feel great to shoot and seem meaningful within the context of the game's rule structure.

The layout I'm working on requires visibility into the back of the playfield.

My family and I have discussed the theme for this game and have settled upon one. I've also determined an art style, and found an artist that will fit within the context of the theme. I've also settled upon the type of music required, and am working through the rules to determine how many voice actors will be required.

I am in the process of developing and refining a mechanism that will float above the playfield monitor. This mechanism features ball interactivity and allows for mechanical impacts lower on the playfield. Obviously there are challenges associated with that. For example, the graphical layouts will have to take this extra feature into account. Players of varying heights will need to be able to see past/through the mechanism in order to see the graphics or inserts.

#5 2 years ago

Huge thank you to my friend Coleman for cutting a blank module for me! I do not own a CNC and therefore, my process on creating a playfield will be pretty manual - hand tools and pencil markings.

I will soon be transposing my vellum markings onto the horizontal part of the playfield module and ensuring tolerances are correct (distances between edges and other mechanical features on the P3) before I start routing out insert and switch slots. This process will likely require a bit of a rethink in some aspects of design.

I have a variety of mechanical features and need to assess their impact on the vertical space of the module, as well as think about the wiring process. As someone that works on games, and appreciates just how maintainable Multimorphic games are, my module will have to achieve at least that (excellent) standard.

#6 2 years ago

So I have a box of shiny new parts on the way for the playfield features I am adding to the module! (They should arrive tomorrow).

Once I have finalized geometry, I will be working to get the layout into CAD. This is exactly opposite of the process of many, but while I can make a rectangle in CAD, I'm by no means an expert. I am also not an expert in woodworking, metal working, or heck, anything. But hopefully it'll be fun to follow along.

#11 2 years ago
Quoted from Rdoyle1978:

Well now we know the REAL reason you’re staying home in October! Best of luck

If only! Nah, I'll be working on work stuff. Very sorry I won't be at York this year.

Hopefully next year, though, this will be ready to show!

#14 2 years ago

Thanks everyone!

Quoted from solarvalue:

that is old school, why use paper when you can draw on animal hide!

Haha, yeah - that's the really old school type! Nowadays a heavy duty tracing paper sold in rolls is called vellum as well. It is not made from hide. I believe you can also buy sheets bound in sketchbooks (of the paper variety).

#15 2 years ago
Quoted from Cmartin1235:

if you want me to scan the stripped down playfield so you can trace it in CAD just let me know.

Thank you Coleman, very much appreciate the offer! We'll have to see if v1 is even worth scanning by the time I finish making holes.

#17 2 years ago
Quoted from Zambonilli:

Seriously, do you sleep?

...not enough... haha!

I'm finishing up a little coding exercise while I wait on my box o' parts and a replacement for the two sets of calipers that I've misplaced... off to a good start!

I did take the opportunity to upgrade my calipers to a digital model, so that should make my measurements more accurate.

The first version of the design has a small area that I expect will change dramatically. I'm attempting to figure out if a mech will fit or not... we'll see!

#21 2 years ago
Quoted from Cheeks:single-level games don't get enough credit these days.

My appreciation for games from the 1950s and 60s agrees!

Quoted from Cheeks:

Crossing my fingers for some sweet inline drops.

Not -inline- drops, but something kinda sort of similar. Warning that this may not work out at all and I may have to totally scrap the idea.

Quoted from Cheeks:

try not to pick a license for this game that ends up ghosting you.

I'll do my best! In this case it'll be a theme that many can appreciate without the need for a license. More on that to come once I have some of the software hooks in place and get my artists/composers nailed down.

Quoted from Cheeks:

biggest RitR fans EVAR

Thank you! Your ghosts shall be of service to many other P3 fans.

#22 2 years ago

Some part teases while I sort out exactly which bits I forgot to order...

PXL_20210818_221224444 (resized).jpgPXL_20210818_221224444 (resized).jpg

There's a lot of these

PXL_20210818_223625726 (resized).jpgPXL_20210818_223625726 (resized).jpg

And one of these (so far) in the design. What theme might be appropriate with a black, white and red color scheme?

#25 2 years ago
Quoted from punkin:

Guessing games are stupid.

Appreciate the feedback - no need to guess if you don't want to. Posting a rhetorical question gives me a moment to do the hard bits and give you something to read/think about while you wait.

This is going to be a time intensive project. I don't have something finished and ready to show you, and likely won't for a while. My last game released last month, but it took me about 8 months to develop, does not have its own module, and I work quickly. I'll be releasing bits here and there and try to hold your interest.

You may not like the way I release information, and for that I apologize. Hopefully you'll give the finished game a shot at some point, or check in here and let me know what you think once there's more to see.

#27 2 years ago
Quoted from punkin:

I'm excited for the new game and love what you are doing.

I have ordered RintR with my new system and will definitely be following this thread.

Thank you much - I hope you love RITR and your P3!

#33 2 years ago

I sat down with my daughter last night, who wants to help build the first whitewood, and showed her the playfield drawing as I measured parts.

In the area that a traditional playfield arch occupies, I might have additional room to add two more mechs, but I may be more space constrained than I think due to other mechanical aspects. Being able to easily work on the game is very important to me, and keeping the cost low for you all, the end consumers. I have a price point that I would dearly like to hit, so will be working towards making the game hit that point.

I am also conscious of the weight of the module. I am shooting for something that is pretty easy to lift and store.

I've got another little software project that I'm temporarily putting down, so I'm going to start writing the module driver definitions today.

The module driver, for P3 modules, tells the system what hardware is included on the module and where it can be addressed (via PD-LED, PD-16, or SW-16). Writing a definition file is pretty convenient - it's just JSON, and you can do cool things with groups of mechanisms to make software addressing easier.

The piece that I need to investigate is how to write a module driver that is compatible with all other software. I want to ensure that if you choose to play Barnyard or ROCs that the game will function, if possible. ROCs may be a challenge due to the way I plan to serve the ball (onto the playfield instead of the habitrails). I may end up having to weld some habitrails as well, but would prefer serving to wood.

This driver will need to change if I end up adding mechs in, for example, in the top of the arch area, but that's not a big deal. I have a backup plan for that area if mechs won't function there.

Once that is done, I can continue in my planning for the software. I have various sequences planned and think I have a good balance of risk/reward on one of the mechanical features from years past that I am bringing into the design. Time in alpha/beta testing will tell, but obviously a ways away from that point.

I have plans for the playfield and screen artwork. I am still designing rules around the screen interactivity. The new mechanism I have planned, as mentioned, will cover portions of the screen (but float above), so I will be able to easily sense the ball without additional maths. Players of my previous games know that I like to utilize the walls and scoops, sometimes in simple ways, and sometimes in unique ways. I have not yet determined what effect a scoop or wall might have in the rules, but I believe I've determined a trigger for them.

My new calipers should arrive today (still can't find either set... but I know I will find both as soon as this set arrives), and will be able to begin penciling mech/post locations on the whitewood.

#37 2 years ago

The mechs I'm making will have magnets in them! We'll see if I can make them work. These are not traditional magnet cores that influence the path of the ball.

Spinner might make the cut depending on positioning of some other elements. On paper there is not one (currently).
Spinners are my fall-back if my mechs can't be made to work.

#38 2 years ago

Each component of the module is included in the module definition file, some specialty mechs, when defined, receive automatic parameters from the base platform. For example, adding additional flippers automatically allows them to respond to a flipper or button press when flippers are globally enabled.

I was able to define the basic switches, coils, and some lamps yesterday.

I've got several devices in the bumper definition. These devices are all automatically enabled when bumpers are globally enabled, and will fire the associated coil automatically when switches are hit. Further rule processing can be added, but this ensures immediate firing of the device. Think slingshots or pop bumpers.

Lamps require a little more planning. I have my insert lamps planned out, but I'm working on some lamps for under playfield plastics. I will hopefully have them basically mapped out at lunch today.

I picked out a name yesterday, and passed it by the steering committee: two trusted pinball friends and my family. All approved!

I've been coming up with rule and theme integration ideas and throwing them in a notepad. This is my typical process once a theme is determined, and has been going on since before this thread began. Picking up a little steam, though!

I'm a big proponent of geometry that's fun to shoot. I also prefer having options from both flippers at most times (if not all), or the ability to get a shot from the opposite side to loop to the area where you need additional targets for a sequence. As such, this layout may be polarizing. Most modern games (not all, but most), have lots of shots which are inaccessible from one of several flippers. This makes for a challenging layout quickly, as the player must be able to adapt to hitting from a particular spot on one particular flipper. Having shots accessible by both flippers only makes an easy game if the ruleset is lacking. I am a fan of difficult games (but not unfair ones). I am also a fan of simple rulesets that do not require intense study to grasp. Complete a sequence, get a reward. Straightforward, with multiple goals for differently-skilled players.

There's also a perceived complexity to modern games - seeing a layout which has lots of inaccessible shots makes a game less friendly in appearance for a newcomer. Not every game is for everybody, and this will be no exception, but the intent is to make something approachable, humorous, and fun/unique in a group of modern or older games.

**Edit** Oh yeah, and my calipers arrived yesterday! This weekend I should be able to hopefully get my mechs penciled onto the first whitewood blank, or at least in progress. It is supposed to rain for most of the weekend, so routing/drilling might need to wait for several evenings next week or the following weekend.

#39 2 years ago

Module definition file: written! Additional hardware needed: purchased!

I also spent my lunch break fleshing out the game's ruleset. This weekend, when I'm not drawing and cursing geometry, I'll be programming!

I have a plan for the art and sound and will be implementing placeholders to make it easy to replace assets with finalized ones. Animations are always a bit more complicated, but I should be able to knock those out pretty easily (and last).

At a minimum, what this will do is give me the full ruleset to knock around once the playfield is assembled. That will tell me pretty darn quickly if the game is fun to shoot and the goals are relatively achievable.

I can also bake in lighting effects which will be usable immediately.

Of course, that slows down the physical build and I'd like to start building some momentum there.

#41 2 years ago

I did spend more time drawing than coding this weekend (so far) - here's where things currently stand:

1) Basic Unity scene with virtual inserts and communication boxes for the player are ready for use.
2) Modes specific to the on-screen mechanism are written.
3) Playfield wood has basic elements drawn for geometric accuracy. I am using drafting tools (squares, triangles, circle templates, calipers, etc.) to divide and subdivide the playfield. On paper, some elements were a bit different than when I started laying out on wood. There are a few reasons - the spacing has been adjusted to make some cuts tighter, the angle of certain mechanisms has changed, and the ball eject has been completely redrawn. As such this has effected multiple areas of the playfield.

Good news: the changes to geometry allow several more targets and mechanisms to be placed. They will also make the shot paths a bit more challenging as I am narrowing the ball entry to the left and right side.

Bad news: my sequence rules need rewriting/expanding, and I need to rewrite some triggers for specific events to be randomized per mode/stage of the game. This means my ruleset needs a bit more tweaking, but I am excited to add more.

Good news 2: I may be able to fit more targets along the area where the playfield and sidewalls meet, allowing for extended sequences and even more ball randomization. I plan to build the first version of the module and see how it shoots before attempting to add those lower targets. Ball rebounds might become problematic in that area otherwise.

I'm really excited by the sequences and rules I already have in place. Cannot wait to shoot this first version, but want to make sure everything is well drawn before routing anything. I'll be continuing to measure and code today.

#42 2 years ago

More work!

Each bank of targets has its own mode along with virtual inserts to help convey when you are completing various sequences.

For the next bit, it's important to understand a bit about the P3 module layout. Each module can have launchers in any of 7 different positions. Other mechanisms, subways, etc can feed the trough, but launchers themselves are very specific mechanisms that measure a particular amount.

In any game I've made previously (and any I've played from Multimorphic), there are multiple launchers available. This allows the game to recover from a (mechanically) failed launch by moving to another launcher.

I've confirmed with Multimorphic that a single launcher game is something that they might approve. As I initially conceived the game, there were to be two launchers. Unfortunately, using launchers in positions 3 and 5 changed the angle of two playfield mechanisms severely. There would also not be enough room between those launchers and the pop bumper to fit a post or series of posts to protect the ball gates, and thus I would have to compromise the (projected) rebounds and angles from the mechanisms below the launchers quite a lot.

So! My game will have a single launcher in position 4. This is smack in the center of the playfield. I need to create a scoop exit or bracket to feed the ball gate.

I also believe I can fit in two sets of 3 bank drop targets in the ball arch area. Doing so pushes the number of switch boards I need to 3, but I have more standup targets needed, so I'll find a use for them.

I've managed (so far) to keep all the drivers needed to a single PD-16, but as the design phase continues, more may be needed.

Current board count: 3x SW-16, 1x PD-16, and 2x PD-LED.

Each mode is keeping track of number of sequence completions and reporting back to the main mode. I plan to use this to feed sequence high score tables as well as to provide the benefits of the sequence completion within the main controller mode. With that, I can remove the target mode and add a secondary mode easily that completely changes the scoring, etc. of those same targets.

Likely those pieces will come after I get the basic geometry done and tested.

More drawing tomorrow, most likely.

#44 2 years ago
Quoted from solarvalue:

Might be something to consider (

Yes, I'd thought about using a s-curve or multi stage launcher, but I definitely want to avoid failed launches as much as possible. The more straightforward action of up & (slightly) over should be more reliable for this game, and the position should work well.

I'm not certain that another launcher will make this more reliable (because it would need to be a complex launcher), and it will definitely cut into the space that the ball can travel through.

Keepin' it simple.

#48 2 years ago

I'm not great with pictures but I'm trying to be better...

Spent my lunch adding tons of new virtual inserts. I've also finished drawing target and insert representations for most of the new targets and mechs.

Currently working out the launch.

PXL_20210825_010913725 (resized).jpgPXL_20210825_010913725 (resized).jpg

I've added several representations of launchers and am attempting to find the best fit for the geometry.

Prior to tonight's additions, I would have sworn it was the center.

A couple days ago I would have said it was the left/right vuks.

I think I'm back to left and right. The launches themselves will funnel out through a tiny scoop with a one way gate. If I use left and right vuks, I not only regain the ability to mechanically recover from failed launches, but also can launch onto the playfield to the upper slings. Oh yeah, there's upper slings. . What you can't see from this photo is where they are. This just shows the launcher holes and a boxed representation of the launch tube underneath.

I'm not super sold on the idea yet, and this might require a second whitewood if the first brush with launchers doesn't meet my playability standards.

It's fine if the launches are randomized by the slings, but I also don't want you waiting forever to get your ball to the flippers. Based on the angles, this has the potential to bounce for a bit.

#49 2 years ago

PXL_20210825_013628608 (resized).jpgPXL_20210825_013628608 (resized).jpgI think I have that solved. The ball will launch up on left + right. Back to the definitions... Haha

I added that third SW-16 to handle some extra targets and I'll be using more of it for the switches on these VUKs.

#52 2 years ago

Thank you all for the kind words thus far, and for those of you that have previously purchased one of my software-only games, and are excited for another game from me, I truly appreciate it.

Lunchtime today - added several more virtual inserts (there are a lot on this game), added new target modes (I added four new targets last night), and modified my module definition to include the new lamps + switches, revert my change to the launcher, and otherwise make some simple tweaks.

I've been thinking about the ball launch. Ball launches on the P3 are vertical. As such, if I want to redirect them horizontally, I need to have some kind of bracket or mechanism in place.

I might need to have a custom bracket bent. Not sure yet - I'm going to try a prexisting bend from another type of bracket (that I need for one of my shots anyway). From a costs perspective, there's quite a bit in this module and I'm worried I might need to make cuts - I should rephrase, I definitely will need to make cuts to meet the price point I want. That tells me my price point was too low. That's future Nick's problem, though.

When the second whitewood is being drafted, that's when I'll need to review receipts and ensure that bulk parts purchases/assembly/shipping will be covered, unless I need to make major geometric changes and build a third whitewood without cost cutting.

The P3 modules are fantastic from a whitewood perspective as well, as I can simply transplant most of the guts of the module without a lot of time or trouble. That comes down to the boardset, of course, and the SW-16, PD-16 and PD-LED are perfectly sized for a modular build approach.

I've also been thinking about t-nuts and airballs. I have a few posts which are going to get hit by the pop, and I'll want to ensure they withstand those attacks. Most other posts will be using wood screws. As a single level game with flat plastics (as conceptualized, at least), there's a good possibility for a ball to fly over the plastics and cause damage to the plastics. I'll need to figure out if there's a (nice looking) way to prevent this. All in due time.

On the plus side, I think I'll be able to do some routing tests this weekend. If I get a good process down, I should be able to start routing out spaces for various targets and inserts, and maybe my launcher holes.

#54 2 years ago

I've talked about my process before, but I try to work on a project at least 15 minutes a day.

Today, I worked for an hour (at lunchtime), but was flat out exhausted when I got home from work, so I took a nap after spending some time with the family. That will have to do for today.

I started work on fleshing out the GUI Inserts. These are virtual inserts that appear (or disappear) based on your programming. They can be whatever size and whatever color you choose.

Each set of targets, when completed, will give you an award. Awards for target completion will stack, to be cashed in at the end of a mode.

The GUI Inserts will appear for a moment, showing which switch was hit, and showing the completed sequence icon (when applicable). Each completed sequence changes the background color of the inserts.

The same is true of the insert lamps, so these colors will match.

I showed the full drawing to a couple of friends to get their opinion. They were confused by a few inserts near a mech, so I may not include inserts in that area.

In other news, I did receive a couple more boxes of parts. Two 3 bank drop target mechs and a bell assembly, as well as Multimorphic rgb insert and flasher boards.

I've also reached out to a potential artist for this project. As with any contracted work for one of my games, I try to lay out everything that is potentially difficult and ensure they are still on board. This includes sending them an image or video of the P3, and laying out, in this case, all the various types of artwork necessary.

1) playfield screen animations
2) back box animations
3) playfield artwork
4) playfield module plastics
5) slingshot and side target plastics
6) insert artwork
7) apron artwork
8) cabinet artwork

I can and will work with multiple artists if there are some things this artist chooses not to do. There are also some items on the list that are optional and I may not do based on budget. Of course everything I am able to accomplish could be used to offset costs of other items... So everything is a tradeoff.

Since the theme was settled upon, I've been doing some simple musical compositions (in my head) and believe I have a good direction to start soliciting composers/musicians. I would ideally like music in between five or ten different styles focusing on a set of instruments.

So I guess I got more than that hour done in planning time.

Tomorrow, I'm likely going to start drilling and routing. I'm -not- a woodworker, but I can fumble my way through cutting stuff most of the time. Worst case scenario, I can always start over.

Pictures to follow once I do some cutting.

#56 2 years ago

Whew, hours of cutting and routing and sanding later... And I'm about 1/2 done. Mistakes definitely made. 16301124637198242581598504526591 (resized).jpg16301124637198242581598504526591 (resized).jpg

16301125272081726306325715711797 (resized).jpg16301125272081726306325715711797 (resized).jpg

More sanding and routing ... And drilling needed, but I have the pop base all inserts and the back area of each standup complete.

I still have ball launchers, slings, and dt mechs left.

#57 2 years ago

All routing complete, at least for this initial version. I have a few spots I may need to drill for GI.

Didn't order enough inserts in the size I need, so gotta get a few more of those before I can try in the machine. Of course, a lot of work left to do before then.

Some routing mistakes and issues caused by my super cheap handheld router will certainly be fixed once I have a CNC version, but this is good enough for me to tell if the core gameplay concept will work.

I've never wired up an RGB LED. Not looking forward to that. Common solution is to use a ribbon cable, but routing those is tricky. I'll have to look up or measure the spacing of the pins on the pd-led and see if there's a way to use a crimped connector. Feel like it would be easier to coil and ziptie or lace the cables that way. You can cut a ribbon cable apart, but it's easy to accidentally cut into a wire. ...just thinking out loud. I'll probably use ribbon cables.

Ava is going to help me with the copious amounts of soldering necessary for switches and mechs.

My drop target mechs are system 11-style and pin out to a sw-matrix style connector. I'm assuming I can assign gnd to the row pin and then the inputs to columns. I'm not sure if that will actually power the optos, however. Seem to recall those receive power from a 5V source.

It was very hot and I was in direct sun all afternoon cutting, drilling and sanding, so I'm going to take a break this evening. Will be in good place to do some bolting to wood tomorrow.

#59 2 years ago
Quoted from Cmartin1235:

I’m a big fan of the ribbon cables for pinball life.

I got a barrel full! I have a bunch of inserts and I'm just thinking the ribbon cables will make a mess.

#60 2 years ago

Finished assembly. Some issues:
1) I ordered switches with caps installed accidentally so Ava is currently helping me desolder each switch.

2) Some extra fun mechs I have installed on the underside of the playfield prevent installing some boards. Thinking about it, and looking at the MM modules, no boards are installed on the backside of the module (I was planning to make a metal cage). Makes perfect sense, but that means I need to think about mounting differently. So I printed several vertical board mounts, need to buy some heat set nuts, and some 6/32 screws.

3) The mounting brackets for these switches are very looooong. I have a few switches with different brackets that are needed. I'm thinking that I might need to change them all to the narrower type for simplicity of production.

4) I didn't order enough insert boards. (I added a couple of targets).

5) I was wrong about which launch tubes I had on hand, so I need to order some more of those...

6) I have plenty of switch wire, but no coil wire on hand. Doh.

7) I am also out of 1.5" white rubber rings. Need two more. Double doh.

noticed all the ribbon cables from pbl have four pin connectors, but mm light boards have five... So I'll need to crimp em by hand anyway. Ah, well. Lets me get exactly the length I need.

Luckily, I DID order enough inserts, I just misplaced a bag.

Should be finished, hopefully, making pigtails for all the switches tonight.

I might be quiet for a few days on the hardware front (while I wait for more stuff to come in), but I'll be working on software.

I'll probably also try dry-fitting the module in the P3 and make sure all my everything clears appropriately.

#62 2 years ago
Quoted from Cmartin1235:

Anybody here tried them? They would not stand up to months of use but I bet they would sustain a test period and could be swapped for aluminum if the shot geometry is solid.

Interesting idea - there's a lot of force behind the launch, I wonder if it would need metal reinforcement - might be easy to use a brake then 3d print a sleeve.

I've been considering grabbing one for each position for prototyping purposes, but I'll need several copies of the tubes for this one - couple Whitewoods, mm submission, and beta testers. So... Maybe I'll wait for a bit on the extra tubes.

#64 2 years ago

5th pin on the Multimorphic LED boards is used for stability rather than signal, that's excellent and means I don't need to crimp a bunch of small wires.

#67 2 years ago

Thanks Coleman. Yeah, I was planning on cutting back to the right size, but for initial testing, I can leave the default ends crimped and roll up and ziptie the extra.

The connectors are .100, so it's not too tough, just takes time.

Speaking of time... the JST connectors and pins were backordered. Should arrive by early October. I have a few connectors I might be able to re-use to get me testing the physical build before then.

Once I have geometry concept proved out, I'll be tearing apart and converting to cad, hopefully to CNC the next version.

While I work on that, I have the other physical mechanisms for the screen area to finish prototyping.

#69 2 years ago
Quoted from Cmartin1235:

Are you bringing mechs or ball guides over the screen?

Mechs, yes. Well, if I can make them work.

I am still new to CAD and modelling in general, but I plan to attach to the frame on the sides at multiple points. I have some posts that will be floating and can be impacted by the ball. If that happens, they will twist, so the model/attach point has to be able to absorb that twisting action. Works in my head, but once I have it attached it may fall apart instantly or be so ugly that I won't want to use it.

On the plus side, after soldering switches was done last night, I hauled the module around and was able to move very easily. It also currently stands up on its own, which is a plus.

#71 2 years ago
Quoted from Cmartin1235:

Does it slide into the machine OK? I’m still worried about the fit

I'll find out tonight!

#73 2 years ago

It fits! Except I have the wrong launch tubes installed so it gets hung up a fraction above where it should. New tubes on the way, but I'm reasonably sure everything is great.

#74 2 years ago

More building tonight - I have all the coils wired up, including the pop socket (driven from the driver board).

I've printed a set of board standoffs to allow me to mount my switch, LED, and/or driver boards anywhere on the underside of the playfield. I used brass heat set nuts to form a sturdy bond between the bracket and the board with a 6-32 screw. Pretty cool - my first time using heat set nuts and I'm very impressed. If the iron is not too hot (and it only takes a moment to heat to the perfect temperature with a brass insert), the resulting bond is very strong. Unfortunately, I ruined an entire batch by installing the nuts on the wrong side of the bracket (whoops!). New parts are printing now.

I also installed the ball gates above the launchers, decided how I was planning to use another part, and figured out the last of my post geometry (for now).

I ran a ball over the playfield module as it sits right now and... I can't wait to flip this thing. I think it's going to play exactly as I want it to.

I still have quite a wiring task left as I need to take my pigtails and start crimping them. I wanted to wait until I had the board positions mapped out properly before I started that as I'll need to cut the wires to appropriate size.

On the programming front, I continued to work on my graphical inserts. As on older games, one sling at a time will be lit for more points. I like games where you have to chase points like that, and are rewarded for risky play. Nothing you have to focus on, but it'll be neat, regardless.

#75 2 years ago

Prints finished last night and I installed the nuts on the proper side of the mounts this time.

More wiring progress: I have each board's position set under the playfield. I started crimping wires to make connectors for coils and filled out 1/2 of my PD-16. The other half will be used to drive 5V items. I am still planning how I want to route the wires for those, so leaving them hanging for a bit. I ordered the crimper recommended by Multimorphic. This one works very well. Always takes me a minute to adjust to a new ratcheting crimper.

I also made the connectors for about 1/4 of my switches. I ran out of 10 pin .100 connectors... so need to order some more of those. Also turned out I didn't replenish my stock of .100 and .156 pins, and zip ties once I stopped doing service calls. I'll get those ordered soon. I also need to grab some 2 and 3 pin .156 female connectors.

Spent part of the evening reading documentation for each board. This is the third game I've wired, and I never trust my memory. Thankfully, Multimorphic has all pinouts documented on their site. In times past, I've printed out a copy of the pinouts for each board, but am trying to work from a screen this time as I can easily carry the module to my kitchen table. Quite convenient in comparison!

My task while I wait for the next parts/boards/crimp pin shipments is to read up on the optos used for the launch tubes. Those use JST connectors (which I have on the way), but each opto has more pins than I would expect.

Once I have all the switches wired up, I will be able to work on the LEDs. I mentioned above that I have a lot of premade ribbon cables from Pinball Life. Those will significantly cut down on wiring.

On the software side, I restructured my module definition file to match the wiring. I have banks of switches which are separated based on how they are wired. Previously, I had the switches separated by function.

At lunchtime, I modified all my GUI inserts to fall behind the bonus popup, and render on top of the apron display. Sounds minor, but took a minute to get just right. Also, I started testing the ephemeral and persistent inserts and made sure that they were triggered at the right time.

#76 2 years ago

Worked like crazy last night and this morning before work and finished wiring the module with variety of spare/scavenged parts. I should be able to pop it in the machine and test that my wiring is correct, at least, this weekend!

I plan to spend the weekend programming while I await the last few bits I need to finish the physical build and start working on the above-screen mechanism.

#78 2 years ago
Quoted from Mbecker:

pics to share or are you keeping it all secret till reveal?

I'll be sharing more as I verify geometry. Just got home and am doing final checks before plugging in. I built a copy of the app and module driver and have them installed, so getting there!

#79 2 years ago

Took a break today to be with the family and finish coding and playtesting the changes to what will eventually become Silver Falls 1.0.0.1.

Back to the module for tonight! Where I left off last night, I had made a few numbering mistakes in my module definition file. Corrected those and had a couple of wiring issues. I'm working on one of the wiring issues now.

Can't seem to find my snips - I need to cut some guiderails for the left and right interface with the machine. Hopefully those turn up tomorrow.

#80 2 years ago

Had a connector wired backwards. :-/

Got that sorted and coils are working!

Now to deal with a few funky things like pulse timing on drop target resets (software related).

#81 2 years ago

Spent today with a hacksaw (broke two blades!) to make some ball guide interfaces. Adjusting some launch stuff and coil strengths. Super exciting to see the game react the way I expect, though.

Even the orbit and semi-orbit work properly. For those that didn't receive my newsletter, this game will have a true gobble hole. The gobble hole operates with the intended difficulty (at the moment). I was toying with the idea of a small curved lip on the outside of the hole... that would allow some pretty fun ball saves with nudging (similar to the curvature of holes on Bally bingos, but only curved in one area). I don't want to mess up this version, though, so I'll likely experiment with that for whitewood 2.

#83 2 years ago

The biggest problem with vari-targets is that they take up a lot of space! I agree that they are really fun.

I spent a long time yesterday trying out various settings for coils and ensuring the game could be played as intended.

Had the flippers smack a post right out of the playfield (that'll get a t nut).

I have a couple problems right now, and they are coil related.

1) one of my drop target mechs won't reset. It moves by hand, but pulsing the coil gives a tiny shudder to the targets and doesn't actually make them move vertically.

I suspect the coil has damage. Will be metering later.

2) finding the appropriate timing for one of the mechs is really tricky! I've tried four different settings for pulse length so far and just need to keep playing around.

3) my pop never fires in game. I have it defined appropriately, but it never moves. I have a light show tied to the pop switch, and that's firing, so I guess that's something.

Messing with various combinations of these things caused the game to blow a fuse last night. I think it was probably resetting both target banks simultaneously. If the coil has damage, it's pulling more current than normal. I (temporarily) mitigated by adding a small delay between each bank reset.

The layout does (mostly) work as I intend. I'm still working on launch reliability. This will hopefully be improved with cnc'd launch holes. Nothing is exactly centered at the moment. In diagnostics, the launches work great! In game, they fail a lot. The gobble hole felt great for my first dozen or so games, then felt way too hard to hit. Gonna keep playing, but adding that lip I mentioned may be necessary.

Today I will be working on my on screen mechanism and play around with coils some more.

#85 2 years ago

I've been thinking about seeing if Multimorphic will sell the angle brackets used to maintain alignment and spacing on Lexy since my game will also use launchers 3 and 5.

Balls always make it above the playfield for me, but they hit a scooped bit of metal before exiting a gate and that seems to be causing the problem. Too much power, perhaps.

#86 2 years ago

I've been dealing with CAD quite a bit today. Spent 20 minutes modeling the perfect washer for my on-playfield mech, which seemed like a profound waste of time, but it certainly taught me a lot about FreeCAD. I have simple prototype targets already printed and used my trusty hacksaw and a drill to cut grooves in the metal bars and have installed e-clips on the bar.

My hands hurt... haha! I've done this before with bingo buttons to cut grooves lower to force them into the lockbar for Multi-Races. Forgot how painful it is, though!

I think this phase may require a lot of iteration. I am testing a change to one of the mounting bracket models currently, but each change requires approx. 3.5hrs of print time.

So while I wait, I am going to check into some other issues (coils and launchers).

#87 2 years ago

It's neat to be able to rethink mechanisms that float over the screen. I thought I had a good idea, but it involved semi-traditional posts that would block/rebound the ball... since the whole thing has to attach above the playfield... why bother with all that? Haha

I've remodeled those posts, and I believe I have a good handle on how I will attach to the outside frame. Since ball strikes were part of the initial plan, I was dreading the amount of twist/torque placed upon the posts, even with appropriate rubber.

I'm leaving space for a circuit board, as there are several components involved.

Good news is that prototype printing times are reduced from 3.5 hrs to about 1.5 hrs (for these posts). The upper attachment plates will be separate models, ideally with a semi-traditional plastic over top of the circuit boards.

#89 2 years ago
Quoted from Cheeks:

Do you have a feel yet for what will be involved in adding/removing your floating component? I'm guessing it's connected similar to the habitrail returns, although your component will need power.

I know it's reasonably easy to remove the habitrail returns, but if I needed to connect/disconnect those to swap in a game because someone added some crazy ramp returns, it would just be another (minor) hurdle. I'm all for added playfield variety, I'm just curious if you've figured out what the impact will be on game swaps.

I definitely hear you. Now that I have side target plastics installed, it's pretty easy to swap them. I'm aiming for that level of complexity (two screws).

The mechanism will connect using two (at this phase) screws similarly to the ramp returns. You can remove the ramp returns or possibly leave in place. My plan is to model the attachment points at a similar thickness to the plate under the wireforms.

Mechanisms (there will be two) will each use a single AMP style connector like the smaller one on the back of the playfield, plugged about 3/4 up the module on the left + right sides. 3 switches, 3 "coils", power, ground.As I plan for the playfield plastics to cover/surround the area with the connector, hopefully the mechanism being removed (for a location that doesn't want to install/swap, for example) won't pose a problem.

... that's if it works and is fun. It's been fun to roll a ball under it in this early prototype form. And while I have game rules written to use it, I was planning to make an operator setting to disable them.

#91 2 years ago
Quoted from solarvalue:

Very excited to see the lower-playfield mechanisms.

Me too! Hopefully my modelling and printing skills get a good levelling up. Haha! I built a new model for the mech to hang from yesterday and it resembles something more like a Lego brick than the intended hollow part. Didn't expect the infill to get quite that crazy. I'll make some changes to the slicer and it should print fine.

Today I am attempting to model the portion of the bracket that will hang from the side walls.

#92 2 years ago

Finished modelling (for now). I'll be printing some additional parts tonight. A bit more of a slog than anticipated, and I have a feeling that I'll be tweaking these models for a long time to come.

Also... I added logic and the operator setting I mentioned above to automatically kill the mech mode if one or both of the mechanisms are unplugged. Also tweaked some of the coil pulse settings to make them move better.

I am receiving a shipment tomorrow that will include proper launch tubes, the final sw-16, and a separate shipment that will include the remaining pieces needed to test my mech. More required to complete it, but getting there.

However, I'm exhausted! I will likely take the night off rather than try to program any more.

#93 2 years ago

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!

#95 2 years ago
Quoted from rockrand:

Did you ever say how you are going to manufacture the modules?

I have not! That'll come a bit later. Multimorphic doesn't require you to contract with them for the build, but it almost certainly will make the most sense to do so. Obviously there's some road between here and there - I need to finish at least a rough version of my software, ensure my initial layout is as good as I want to make it, and submit it for initial approval.

I'll likely want to take that step after converting to a CNC version. The reason being that I won't have to ship them my only whitewood, allowing work to continue on development while awaiting any recommended changes. So the one I send them will be a second copy.

Then I will need to build a few others for the beta testers (already selected), once I'm reasonably sure there will be few physical changes to post placements and the like.

Finally, I'll finish the software and seek final approval to release, and at that time will be talking terms with Multimorphic and/or another contract mfg. The deal is that I would like to keep Multimorphic stocked, or have an agreement to build on an as-needed basis. That latter is easier with Multimorphic. We shall see!

#96 2 years ago

I added two targets this morning on the far left and right sides. Those targets will be replaced with narrow faced targets.

I've been playing all evening. A few tweaks needed, especially with the correct launch tubes I am losing a lot of velocity due to the shape of my exit holes.

So, I'm ready to show you the layout! Keep an open mind... (and bask in the beauty of my plastics):

PXL_20210912_013748636 (resized).jpgPXL_20210912_013748636 (resized).jpg

This is a symmetrical layout. If you have not played many EMs prior to the late 60s, you may not have played many/any symmetrical layouts. Despite what you might hear, symmetrical layouts can be quite fun, even in a modern context.

This layout has several features:

1) an outer orbit that passes and sweeps drops - large enough you can get some speed going
2) inner orbit that is narrow enough that the pop can earn you quite a bit of points.
3) there are a lot of standup targets, but there are seven total sequences.
4) two individual banks of three drops.
5) 1 standard pop bumper (Gottlieb style - not data east style).
7) knocker
8) bell
9) two upper slings

The ball can launch from left or right. It fires either into the drops or into the upper slings. The ball launches into chaos.

I'll reveal the theme at a later date (once I have some art).

Keep in mind that this is VERY EARLY and of course the module will look quite a bit better with actual plastics and artwork (and cut with a CNC).

PXL_20210912_015516651 (resized).jpgPXL_20210912_015516651 (resized).jpg

#101 2 years ago
Quoted from solarvalue:

So the gobble hole is down only?

Correct, being smack in the center, it would be frustrating if it came back to you.

Quoted from solarvalue:

What is between the two scoops (can't see from this angle)?

Just rubber and posts. Oh, and a flasher to indicate a ball is launching.

Thanks everyone! Hopefully I'll continue to make progress and you'll be able to play it at some point!

#102 2 years ago

Interestingly, I removed the one way gates, adjusted my posts and rubbers and didn't have as many re-entries as I would have imagined. Probably going to keep it like that (for now).

#103 2 years ago

I pushed a significant code update that includes a random spotting method. This method will spot x number of targets for you (based on the parameter when calling).

It determines which sequence at random to spot, then passes that off to the sequence handling mode. That in turn spots the actual target, keeping existing targets in mind (so you always get a reward from the spot method). I'm used to spotted numbers being generated from the position of a stepper, so it's a bit surreal to do this in code without the mechanical unit to fall back on. Haha

My right drop target reset needs a longer pulse than standard because of my terrible hand routing (it's very lightly bound on the right side). I'm considering adding an operator setting to reduce the strength of any coil.

I added hooks for animations and callouts to the gobble method and broke the part where it actually... Gobbles the ball. Fixed that. Definitely a fun little moment.

My adversary mode, when started will cycle walls to block/unblock the gobble. Unfortunately, end of ball didn't drop them (smart move on my part). :-/ Fixed that.

Next up is to take those random spots and abstract my lamp methods in the sequence modes so that they don't rely upon the target being hit to light the insert.

I spent a little time today composing a throwaway loop, and thinking some more about music in the game.

#104 2 years ago

I fixed the spots blinking the appropriate lights and inserts on the game, and worked on my settings.

Now coils and the spotting features for side targets and lane completions can be enabled/disabled. This is pretty player unfriendly, but pretty common in games where spots are available. More to test, of course.

The only spotting feature you can't currently disable is related to the number of balls to play. If < 5, you get a certain number of spots when each ball is started.

Coils can also have their strength independently dialed in. I'm working on a bug related to the values set by default, but hope to have that squashed soon.

I don't know if I've mentioned how much I've been playing. Quite a lot - and I have a list of minor/medium changes to make for the next whitewood.

I was initially going to add full color GI to the game, but I've changed my mind. Instead, GI will be single color and tied to a driver (like the pop lamp). There will be one extra, so that won't require another PD-16 (there won't be many lamps tied to GI - probably five).

Currently I have score motor emulation (fancy word for a way to blink the pop bumper light when hit), that might also blink the GI. I can also blink the GI in neat ways during the start of a ball or the start of an adversary mode. If you look at my USPS shipping box plastics, you'll notice that there's no support in the extreme right or left. I am going to change that once bulbs are in place.

As far as other physical changes:
1) outside targets will be changed for narrow faces.
2) geometry of the front targets will be tightened up allowing (hopefully) for an outside post under the sling.
3) Posts will get T Nuts where possible - I've managed to knock out a couple that are holding down the cardboard as I'm using the wrong posts and short screws that don't extend through the playfield plywood. The P3's flippers are powerful. Ka-boom!
4) Second set of posts for plastic standoffs. Right now I am using one style of post because I didn't order any of the taller type.
5) Slight changes to the geometry of the outer semicircle of targets (adjusting angles).
6) Bigger changes to the placement of the launcher holes (they're not -quite- aligned, which currently leads to a handful of missed launches before you get a ball).
7) Changes to the inserts at the top of the playfield (in front of the two circular targets) - undecided how, exactly, these might change, but change they will. I want to stay away from backboard lamps.
8) Wire guides and nails for prevention of (worse) damage due to broken rubber.
9) Design of playfield plastics. Current design hanging over the edge of the target faces prevents some airballs, but I worry about chipping/breakage. Someone suggested shipping with plastic protectors. If it doesn't mess with the gameplay/appearance too badly, that might be the thing to do.
10) Removal of second PD-LED (I was able to squeeze the whole game on one, minus the GI).

So that leaves us with 3X SW-16, 1X PD-16, and 1X PD-LED.

Once I have the rules pretty much complete (we're getting there), I'll need to really amp up my search for an artist.

There's a LOT of stuff under the playfield. Removing that one PD-LED board will make more difference than it seems as far as repair-ability. There's a lot more that I should do in this regard as you can access everything, but moving the pop spoon back and forth is tricky, currently.

Big thanks to Multimorphic for holding my shipment until I finished changing my mind (I kept sending them messages asking for different stuff - saving me money in the end), then getting it to me in time for the weekend, that was perfect!!

#106 2 years ago
Quoted from Cmartin1235:

If you haven’t already mentioned it, how is the ball serving reliability?

Not fantastic. Problem is that either my tubes or the holes are not properly centered, so the ball doesn't always make it up the tube. That will improve with CNC. I've also thought about widening the holes, but hard to go back once you make the cuts.

The launch tubes and scoop tops properly direct the ball where I want, issue is the ball losing power as it rattles up the sides.

Takes somewhere between 1-5 attempts before the ball launches. I thought it might be the one way gates, so removed those and was able to redo the geometry around that area to remove the possibility of a stuck ball.

#107 2 years ago

Operators can now disable the side targets and lanes to prevent spotting targets if desired (bugfixed and working correctly).

Other settings have been added and modified. All have been tested except for the coil adjustments.

Next, I need to work on the unique adversary modes and test the coil adjustments in the game.

#108 2 years ago

Ever have one of those days/weeks? I spent almost my entire lunch break yesterday writing out requirements for the artists that will be working on the game, then the service I was using ate the message and didn't send it when I clicked 'Send'.

I rewrote the whole thing today and this time saved in a document that I can easily copy/paste from. I've managed to send specs to a few different artists for quote.

#109 2 years ago

Working today on adversary modes. I have all fifteen adversaries storyboarded, and am working on progression and completion of the modes as well as basic light shows specific to those modes.

Once I have music/sound implemented, I'll revisit and potentially add new choreography and expand the shows.

When the adversary mode starts, two walls will go up and block off the gobble hole shot. They will cycle on a short timed basis to prevent trapped balls, otherwise, will remain up. When you complete the shots needed to finish the adversary mode, the walls will drop and remain down, then hitting the gobble will complete the mode (and end your ball). I have the first adversary coded and am working on some underpinning stuff (unified sound/animation triggers, and a call to the method to drop the walls.

In speaking with some P3 owners, a suggestion was made to tone down the difficulty of the gobble hole. I have it currently acting as a standard gobble, which kills your ball save mode and advances to the next ball. I'm going to ship the game with gobble behavior set to that as default, but with the option (settable per profile) to make it so that a gobble shot before the adversary is complete will return the ball. That totally changes the intended feel of the game, so I may increase the difficulty by changing the carry-over rewards. Those are not fully defined, so I have a little wiggle room there.

For example, I could multiply bonus points by 0.75 or similar penalties on points if you have a friendly gobble turned on.

The geometry is such that balls don't randomly walk into it. It's pretty 'friendly' for a gobble already, but I like having multiple ways for people of different skill levels to enjoy a game.

I've been testing the game more (I play it every day) and ordered a bundle of tnuts, machine screws, and alternate taller posts for holding the plastics up. I'm going to make that transition with this playfield version and ensure that there are no issues with screws backing out, determine if loctite is needed, jam nuts or nylocks are needed, etc. I also ordered the narrow targets to replace the outer orbits and provide a smoother exit (as it was prior to last weekend, when I added them. )

I'm talking with several artists and art studios. I'm hopeful I'll find a good match. I have a few potential art styles and everything storyboarded for animations, intros, and basically all the screen work planned out. The upper playfield and plastics I have less of a firm picture, but I'll continue to think about it. Part of it is that the art styles I'm considering are very different so it's hard to keep a clear picture. I'll get there. Or the artist(s) will.

#110 2 years ago

Quotes have started to come in for art on the game. It's about what I thought it was going to be. It'll take some time to put that money together, but hopefully development will be able to continue in multiple ways while I work on that.

#112 2 years ago
Quoted from punkin:

Thanks for the posts, there's not a lot to say in feedback as it's info, but i want you to know we are following and devouring said info.

Very much appreciated! Thanks for reading.

By the end of the weekend, I hope to have my adversary modes fully programmed and have begun the t-nut and other physical changes to the module.

I might have mentioned(?) playing with flipper strength to change difficulty? If not, that was something I really experimented with a lot. I find the unexpected full loop a bit too satisfying to give up, though, so flipper strength, for now, remains full blast.

#113 2 years ago

Every adversary mode is written. At the moment 15 unique modes exist, each with (slightly) unique light shows to aid the player with which targets to hit.

I also started on implementing the setting to change gobble hole behavior, which can be set on a machine and profile level. What I need to determine is how to communicate that this is the behavior and how "winning" the adversary mode will still eat your ball...

But Sundays are for physical changes. I replaced the outer targets with narrow faces. Replaced every post with t nuts and machine screws. Retrofitting t nuts without complete disassembly is annoying. Replaced the posts with the faceted posts that will not interfere with the target faces. Moved the bell over a tiny fraction of an inch, and this gave it enough clearance to ring true.

Spent a bit of time bending and shifting the launcher scoop forms, and I believe I have it as reliable as it will get for this version. I may end up using t nuts under these as well as I found the ball smacking it was flexing it enough that it was causing some rejections. At the moment, I've improved it from 1 in 5 successful launches to 1 in 3. There are also alignment issues which will be cleared on v 2.

I'm thinking about adding narrow posts to the left and right of the central bank, but hesitate to do so. A narrow post will fit but will slightly close the opening. It's important to get the ball to smoothly and safely transition back from the top area, and I think it will cause unneeded rejections.

In other news, I have an artist! She's starting on the backglass in attract mode first and we've been in close contact. The project is large enough that she has some trepidation about committing to the whole thing, but hopefully her enthusiasm will continue (she likes the theme and the art style).

#114 2 years ago

I added the first version of the backglass artwork to the game and the artist is working on improvements.

Meanwhile, at this phase in development (once artwork is starting to arrive), I like to think more about the player interface. That includes fonts. Making something unique but readable is the goal, so I've started experimenting using a font that matches the theme of the game. I'm not sure if this one will stay... but it's important to try different things. There have been many situations while making previous games where I've been really opposed to a change then spend a little time with it and do a complete 180. I don't know if that'll be the case this time, but I remain open to the idea. I spent some time today adding credit and score displays to my liking, and am toying with a new way of displaying ball in play information.

In playtesting, I'm starting to feel like I should start scripting callouts for various voice actors, but as the artist and I have discussed various ideas for how to render the adversaries, I'm thinking I'll want to wait for a bit on that.

My light shows didn't show the way I wanted to in testing (when the adversary modes started, targets to hit would lite a solid color - whoops), so I think the next thing will be to start developing custom fades, blinks, etc. for the game and fix those existing shows...

I'm trying something new with this game. Normally I have a separate light show mode that the game pulls in once, then calls different methods to handle fades, blinks, rotations, combo lighting, and other indicators. In this game, I'm trying to compartmentalize more, and keep light shows associated with adversaries (for example) in the adversary modes. This may or may not be causing the problems I'm seeing.

For common shows (fades and sweeps in various directions), I'll keep centralized, but for mode-specific stuff, I'll try keeping it with the mode. I might not be clever enough to make that work the way I want, but here's hoping!

#115 2 years ago

Here are the steps left regarding overall progress:
-Code Stuff-
1) Fix existing light shows
2) Add new general use light shows (sweeps, fades)
3) Add carry-over bonuses and decide how end of ball bonus is going to function.
4) Add artwork as it arrives (I've been playing the game with the first version of the backglass - what a difference!).
5) Add placeholder graphics for interactive screen objects
6) Script callouts
7) Music creation/addition
8) Sound effect creation/addition
9) Testing edge cases for menu open/close and ending game early, team play, other platform features.
10) Adding twitch connect items
11) Adding specialty profile interaction (that's a maybe right now).

-Physical Stuff-
1) Scan module
2) Convert to CAD (somehow).
3) CNC cut a new playfield, replacing first prototype.
4) If CNC cut works, cut additional playfields for beta testers.
5) Install artwork on each playfield (testing process and results on first CNC playfield, then expanding from there).
6) Design plastics for install on each playfield in vector format.
7) Finish prototyping mechanism.

-Art Stuff-
1) Backglass
2) Playfield screen displays (score/ball in play, inserts)
3) Playfield screen animations
4) Attract animations on playfield/backglass
5) Module artwork for playing surface
6) Module artwork for plastics
7) Side target/mechanism/sling plastics(?)
8) Apron artwork?

-Sound Stuff-
1) Effects for each point value. I ring the bell when a sequence is completed, so I'll need an entirely different suite of sounds for achieving points.
2) Music - main loop, perhaps expanded upon for each adversary.
3) Sounds for getting a sequence item spotted
4) Sounds for tilt
5) Sounds for acquiring a sequence item in adversary sequence modes.
6) Callouts - players and adversaries.
6) Maybe sounds for acquiring a new target in a sequence... might be a little overkill.

... then a lot more playtesting. I've reached out to a few people on my beta tester list, and have received positive responses, so it looks like my team is assembled.

Once I'm satisfied that bugs are squashed and things are working as I want, then it will be time to discuss with Multimorphic when module review will fit into their schedule, and what is involved. There's undoubtedly A LOT of stuff that I'll need to review when it comes to taking a build to production - I've never done this before, but I know it's going to be a tremendous amount of work. Luckily, I love working on games.

#116 2 years ago

I've been working on this one:

3) Add carry-over bonuses and decide how end of ball bonus is going to function.

and this one:

6) Design plastics for install on each playfield in vector format.

I have the carry-over bonuses determined, but realized that there's a problem with carry-over. Last ball. I've got a few plans for that, but one of the main carry-over bonuses was add-a-ball on your next ball... so that won't work. I'm rewriting that to allow add-a-ball instantaneously instead.

Last night I also hopped in CAD and designed a sample plastic and threw it on the 3D printer. Worked great. So I'll spend some time and actually measure post spacing and placement for the plastic model. It'll need to be minutely adjusted when I have a CAD model of the entire module (since some post placement will shift small fractions of an inch here and there), but the general shape will be fine.

Tonight/tomorrow it's lamp time.

#117 2 years ago
Quoted from bingopodcast:

1) Fix existing light shows
2) Add new general use light shows (sweeps, fades)

More time, more changes...

1) is done. Existing light shows were getting destroyed due to a script that continued to run at a different priority. I have also taken to adding a final command to the end of the script to restore the lights to a known state before removing the script entirely. I tweaked the sequence completion to add appropriate fades and other niceties when completing sequences. I also changed the GUI Inserts for the sequences to mirror the state of the existing sequence completion. I already had the inserts spread in a way that made it easy to track, but I realized having the information -right there- in front of your eyes while playing had a ton of benefits.

2) I am adding sweeps and fades. I'm particularly partial to the show when you drain, and the one when you tilt. Depending on how you drain, there's a little stinger at the end as well which I am currently working on.

I've frequently said that making light shows is the hardest thing for me. I am used to games where you have a lamp with two states: on or off. Using color to illustrate context and progression is tough, and doing it in a way that instantly communicates the intent to the player is very difficult.

For each sequence, I have a suite of colors that are used, and the game will cycle through those for each completion. At a glance, you can see which new completion you are progressing towards (the GUI Insert colors match).

Once you complete a sequence, there's a hidden GUI Insert in the apron area that will illuminate with graphical context as well. All this is done.

Starting an adversary will have its own show, and I'm still in the planning stages for that one.

After this work is finished, I'm going to go back to:
3) Add carry-over bonuses and decide how end of ball bonus is going to function.

I have thus far been adding information behind-the-scenes. Carry over happens automtically, but without communication. I need to add to the end-of-ball bonus window.

#118 2 years ago

Had a friend over last night who hadn't played any of my P3 games yet... and he got to be the first person outside of my family to try the new game.

I finished one of the last of the light shows moments before he arrived, built a new version and new module driver, and... my upper playfield light shows didn't function correctly. I need to pull the game apart and take a look at the PD-LED and how I have it wired. The shows work very well in simulation, but don't display as intended in the actual game! Weird. But the shows do function on the lamps attached to the cabinet (side target modules, walls, scoops), so I suspect my wiring. Interestingly, the lamps work fine in diags, so, well, it's obviously a bit of a question mark.

At any rate, that's a bug in the todo column, but otherwise it was great to have him over and to get his input on the game and gameplay.

He also got to try my other commercial games, and many of the games from Multimorphic, but had to leave before trying QFG (that one's a bit of a time commitment). Enjoyed playing a Team Play game on Silver Falls and almost made it out of the Bathroom (room 4).

I still have one or two shows left to write, then it'll be to sequence bonus programming.

Let's take another look at where I think I am overall (note added light show task):

-Code Stuff-
1) Fix existing light shows
2) Add new general use light shows (sweeps, fades)
3) Add new one-time use light shows - 30 of 32 complete
4) Add carry-over bonuses and decide how end of ball bonus is going to function.
5) Add artwork as it arrives (I've been playing the game with the first version of the backglass - what a difference!).
6) Add placeholder graphics for interactive screen objects
7) Script callouts
8) Music creation/addition
9) Sound effect creation/addition
10) Testing edge cases for menu open/close and ending game early, team play, other platform features.
11) Adding twitch connect items
12) Adding specialty profile interaction (that's a maybe right now).

-Physical Stuff-
1) Scan module
2) Convert to CAD (somehow).
3) CNC cut a new playfield, replacing first prototype.
4) If CNC cut works, cut additional playfields for beta testers.
5) Install artwork on each playfield (testing process and results on first CNC playfield, then expanding from there).
6) Design plastics for install on each playfield in vector format.
7) Finish prototyping mechanism.

-Art Stuff-
1) Backglass
2) Playfield screen displays (score/ball in play, inserts)
3) Playfield screen animations
4) Attract animations on playfield/backglass
5) Module artwork for playing surface
6) Module artwork for plastics
7) Side target/mechanism/sling plastics(?)
8) Apron artwork?

-Sound Stuff-
1) Effects for each point value. I ring the bell when a sequence is completed, so I'll need an entirely different suite of sounds for achieving points.
2) Music - main loop, perhaps expanded upon for each adversary.
3) Sounds for getting a sequence item spotted
4) Sounds for tilt
5) Sounds for acquiring a sequence item in adversary sequence modes.
6) Callouts - players and adversaries.
6) Maybe sounds for acquiring a new target in a sequence... might be a little overkill.

#120 2 years ago

Thank you! Still a long road ahead, but it's nice to knock out a few issues every couple of days.

Here's what I've been working on:

3) Add new one-time use light shows - 30 of 32 complete
4) Add carry-over bonuses and decide how end of ball bonus is going to function.
6) Add placeholder graphics for interactive screen objects 1/2 done. I've got objects rendering properly, but need to add some interactivity to them and trigger to make them interactive.
10) Testing edge cases for menu open/close and ending game early, team play, other platform features. 1/2 done - basic interactions work properly, but there may be some funkiness in display when adding coins while a menu is open that I've created.
Oh, and 13) Add high score tables and ensure proper function

I hope this weekend to get some of the sound effect work done as well as the other 1/2 of those items above.

My artist has almost finished the title treatment on the backglass, which should inform the font used in the game.

#121 2 years ago

More work done...

6) Add placeholder graphics for interactive screen objects 1/2 done. I've got objects rendering properly, but need to add some interactivity to them and trigger to make them interactive.
10) Testing edge cases for menu open/close and ending game early, team play, other platform features. 1/2 done - basic interactions work properly, but there may be some funkiness in display when adding coins while a menu is open that I've created.

On the art front:
1) Backglass still is complete

There's a bit of animation that I'd like to add, so I'll revisit later. For now the artist has moved to the playfield.

#124 2 years ago

Been a few days, lots of stuff changed/done!

I'm in discussions to hire a friend/CAD expert about converting the layout to CAD for me. This will save at least 100 hours on my side (estimated). I am now competent enough in a simplified CAD to knock something together really quickly, but in CAD, it's all about the details. Hiring an expert is a big shortcut, and my friend is very, very good.

-Code Stuff- _pretty much done__
1) Fix existing light shows
2) Add new general use light shows (sweeps, fades)
3) Add new one-time use light shows - 30 of 32 complete
4) Add carry-over bonuses and decide how end of ball bonus is going to function.
5) Add artwork as it arrives. More artwork progress every day.
6) Add placeholder graphics for interactive screen objects
7) Script callouts
8) Music creation/addition - things are progressing here, I've composed more loops that haven't quite met expectations, but hoping to get something close to what I want then work with a musician.
9) Sound effect creation/addition - Spent several hours looking for sound effects to match what I want. I'm pretty particular about sounds and music, so this takes a bit of time when I have a specific sound suite in mind. I may end up recording my own effects.
10) Testing edge cases for menu open/close and ending game early, team play, other platform features.
11) Adding twitch connect items
12) Adding specialty profile interaction (that's a maybe right now). <-- Decided that this didn't make sense.
13) Add high score tables and ensure proper function
Convert all interfaces to use custom font.

-Physical Stuff-
1) Scan module
2) Convert to CAD (somehow). - pre-emptively knocking these out.
3) CNC cut a new playfield, replacing first prototype.
4) If CNC cut works, cut additional playfields for beta testers.
5) Install artwork on each playfield (testing process and results on first CNC playfield, then expanding from there).
6) Design plastics for install on each playfield in vector format.
7) Finish prototyping mechanism.

-Art Stuff-
1) Backglass - Final backglass turned in on Monday. It's awesome!
2) Playfield screen displays (score/ball in play, inserts) - the playfield artwork is in process (not inserts or menu chrome, but the player's view). I'm super excited to share, but not quite yet.
3) Playfield screen animations
4) Attract animations on playfield/backglass
5) Module artwork for playing surface
6) Module artwork for plastics
7) Side target/mechanism/sling plastics(?)
8) Apron artwork?

-Sound Stuff-
1) Effects for each point value. I ring the bell when a sequence is completed, so I'll need an entirely different suite of sounds for achieving points.
2) Music - main loop, perhaps expanded upon for each adversary.
3) Sounds for getting a sequence item spotted
4) Sounds for tilt
5) Sounds for acquiring a sequence item in adversary sequence modes.
6) Callouts - players and adversaries.
7) Maybe sounds for acquiring a new target in a sequence... might be a little overkill.

I have specifics for all the sound items above, and determined the instrumentation I want for each.

I'm spending the evenings working with the artist to ensure they understand the requirements and approve in-process changes.

In between other steps, I have been working on a few other concepts I have planned, just to get some ideas out of my brain.

2 weeks later
#127 2 years ago

Work has continued every day - the artist has finished the main (playfield) screen background and backglass. I am currently working with them on a custom font for the game, which has required a few revisions (for readability). It's out for another revision, currently.

The CAD model is almost complete and is looking awesome!! I'll be (hopefully) creating a CNC version to test mechanism positioning and so forth.
One of the largest changes, aside from very very accurate placement of each item on the playfield is a small bevel around the gobble, which will make it a bit easier to hit when wanted, and provide some easily recoverable excitement when unwanted.

Before I cut playfields for beta testers, I'll be testing this version quite a lot. I came up with (what I think is) an excellent art direction for the physical module, and the artist and I should be starting on that after the GUI inserts (virtual inserts on the playfield or backglass).

Meanwhile, I've written another game, which has been sent for an initial round of beta feedback. I'll make a separate thread about that soon.

#130 2 years ago
Quoted from Joe_Blasi:

does not feel right for pinball now an very few games do have fail mode = end your ball. But going the other way is different

Regarding the gobble hole, many older games function this way, often requiring a shot to one of several holes before you are rewarded. Completing a mode is an extension of the same concept, but the layout on this module is a lot less punishing than many gobble hole games.

Eating the ball will also help prevent extremely lengthy games. You can avoid completing a mode, and you can avoid draining, but it's far more lucrative to end your ball.

2 weeks later
#131 2 years ago

The artwork is taking a bit longer than expected, -but- I am loving the work of my artist. They are booked solid through December, so I expect that I'll be able to spend that time working on the mechanical aspects of the game a bit more - cutting and building up the second whitewood, lots more playtesting, continued work on the mechanism over the screen.

I'm very excited with the CAD work - it looks excellent, and I can't wait to play the updated version cut without shaky hands!

I can also use this time to ensure that parts will be available in quantity for manufacture and putting together a final (retail) price list for parts. I have all of the parts I used to create the first whitewood, of course, but some items were on hand and I did not have a price. Also availability of some items has changed. For example, pop bumper sockets are no longer available from Pinball Resource, which may necessitate changing bumper styles.

In other news, my other new game is in release candidate stage, and I've made a thread for it here: https://pinside.com/pinball/forum/topic/p3-game-flipper-foxtrot-rhythm-explosion

That game will be (hopefully) available from Multimorphic, and will be played using the Cannon Lagoon module. I'll be submitting it for Multimorphic approval soon.

#132 2 years ago

I've mentioned this person a few times that I've hired to do the CAD work - Anthony Swan (@solarvalue) has been an absolute miracle worker. I'm not at all competent in CAD and was very much dreading this portion of the work, and Anthony offered to get the module rendered.

Some minor changes have been made as I provided measurements for various targets and mechanisms, and Anthony has been an excellent collaboration partner. It's very close to finished, at which point I will be able to get another whitewood made - super exciting and realistically it would have been many months to get to this point without his help.

I really can't say enough good things about his work.

Thank you, Anthony!

3 weeks later
#134 2 years ago
Quoted from RebelGuitars:

Have you streamed any gameplay?

Thank you for the interest! It will likely be streamed closer to general availability. I'd prefer to have Multimorphic sign off on the mechanical and software before showing anything in detail, and there is still a lot of artwork needed between now and then.

#136 2 years ago
Quoted from Rdoyle1978:

You could stream the rhythm game!

Thank you! I definitely could, though I've received initial feedback from Multimorphic and am in the process of tweaking. Soon (hopefully)! I'm typing as fast as my hands can move!

1 month later
#138 2 years ago

With the release of FFRE (thank you for those that have checked it out or purchased and played!), I'm back on my module game full time! With the help of solarvalue (CAD) and Cmartin1235 (CNC) and Pinball Life (lasercut proto plastics), I've received a beautiful robo-cut of the next whitewood and have been quietly assembling and documenting.

PXL_20211231_001829526 (resized).jpgPXL_20211231_001829526 (resized).jpg

Some issues with the new assembly:
1) I forgot that I was out of .100 pins/connectors, so I had to salvage as much of the rat's nest of switch wiring as possible. That led to some fun/dumb situations that were utterly preventable.
2) I specified the wrong hole rotation for the pop bumper I was using.
3) Since I was salvaging switch wiring, might as well salvage coil wiring, right? I did and that was also a mistake.

Work completed:
1) Inserts epoxied and rough sanded (don't need this one to be pretty - testing playability!)
2) Documented physical build instructions - use post x in position y, star washers, etc.
3) Salvaging wiring made me change my planned wiring layout, which means I'll need to wait for the next build to figure out a solid plan and document properly.
4) The switch layout changed from the original whitewood both due to the salvaged wiring and the targets that I added late in development of the first whitewood.
5) The above required a new module driver build.
6) LED wiring also changed as I did preliminary LED wiring -first- instead of -last-. This allowed me to get the .100 connectors installed on all my lamp boards much more easily, and to be able to store my lamp boards in different orientations than I had on the first whitewood.

I got everything assembled physically until the pop bumper body, then realized my error. I could not figure out a solution, but thankfully solarvalue suggested adding wooden dowel plugs in place of the holes. A few minutes with my trusty handheld router and some more epoxy, and that was fixed! This weekend I plugged everything in, held my breath, and it booted up! Few quirks to work out this week, but I'm feeling good!

PXL_20220122_183147131 (resized).jpgPXL_20220122_183147131 (resized).jpg
PXL_20220122_194827513 (resized).jpgPXL_20220122_194827513 (resized).jpg

I plugged the module in yesterday evening, and I'm excited to build a new version of the alpha code and play some games!

1 week later
#140 2 years ago

I've been playtesting the whitewood every chance I get (which hasn't been much over the past week).

The couple of gremlins have been worked out regarding switches and lamps. Part of this is my own fault as I reused the switch wiring rather than starting fresh. Much more difficult than it should have been because I don't have a proper harness yet.

Switch issues were because I marked two of the switch boards incorrectly - so I put switch board 2 in place of 3, which had improper dip switch settings.

Lamp issues were more nuanced. Two connectors needed re-seating (8 lamps were out), and as I mentioned previously, the lamp numbering changed.

I've been so busy reviewing the way the module plays that I haven't addressed the couple of major bugs that existed.
1) The software will seem to get stuck when the first ball is in play for a few seconds. I've disabled the ball save and this has alleviated part of that concern. I suspect there's a recursive loop that's recurring a few too many (infinite) times. Haven't quite found it yet, and I'm still refamiliarizing myself with the code, so it might take me a minute.

2) Lamps! I noticed that all are lighting, but the wrong colors are displaying. It's pretty odd as if I track an individual LED, I can see it get the signal to change colors. Turned out I had manually set the polarity to the wrong option on -every lamp- in order to troubleshoot an issue with the prior whitewood, and completely forgot about it. Set them back this morning, and look forward to reviewing the change.

From a 'production-readiness' standpoint, there are several improvements made to the game:
1) Two sizes of nut drivers needed - basically there are these tools, a rubber mallet, and a little epoxy needed to assemble the entire game (physically).
2) T-nuts everywhere
3) Lamp board placement is no longer an afterthought. First whitewood used fische paper to insulate the lamp boards, no longer needed in v2.
4) Photos and documentation made during assembly.

To-do (production):
1) Make a wiring jig to help speed up assembly (coils, switches, lamps).
2) Update wiring diagram.

I would like to develop the above (and of course continue to refine the software) before making beta modules for the testers.

From an art standpoint, my artist got back into the swing of things and finished the custom font. They had never made a custom font before (and I haven't either), so there was an interesting learning curve. Turns out that I didn't learn enough. They made it to my specifications, but it was unusable without a tremendous amount of additional (art) effort, so I suggested that we move to other pursuits and just use a ready-made font. Kinda crushed their spirits a bit, but I'm a firm believer in learning from failure and sticking to my own internal deadlines/keeping the work moving. The font must be settled to progress much further on the remaining artwork, so we have to move on. I'm still working on finding a good font to use for plastics and module (insert) artwork - getting closer, though. The artist will be starting on plastics today (hopefully).

From a physical standpoint, the drop target placement and slot width for the drops is slightly different from the first whitewood. This means that a HARD launch into the drops will brick and bounce right back into the launcher, haha! My launch definitions take this into account, and will automatically fire out of the other launcher, but I need to go back to an idea about a skilled plunge that maxes out at a percentage of the max launch velocity that it uses currently. That should also ensure that improperly leveled games will still get the intended unpredictable/dangerous launch.

I had several lamp socket holes (and dimples) cut in this version, but have not yet installed them. I am planning to drive those as I do the pop lamp currently, and they'll function as GI. The implementation of this might change the planned screen mechanism, which I'm still pondering. The screen mechanism would add a really nice feature, and the code already dynamically enables/disables those mechs if they are present or absent. Time is all I need.

The changes in geometry have made certain shots allow the ball to take interesting paths. The ball is much more active on this robo-cut than it was in my hand-cut version (which is as I intended). I get fewer airballs now that plastics are in place (only one in about a hundred games so far - ball was launched by the upper right sling on top of the plastic, which allowed it to roll down without incident).

The best change is the geometry around the gobble hole. It now is much easier to hit (when you want to). A good thing. The post changes have also made a big playability difference. It's no longer a struggle to hit any of the targets facing the player directly. The hardest targets to hit are still those mounted above the pop (just the right angle on the ball or, better still, hitting the pop are your best bets for manually). I find that I rely on the spotting features for those most of all, but the rules don't require those (or many other) targets for progression.

I'm excited to see what some of my friends think of the changes.

On the code side, aside from the looping bug I mentioned, I have some interfacing changes to make - aside from the main font used in the game, and adjusting in every interface, I have that launch change to make. My implementation of that might change from what I've got planned at the moment, so more on that once I have it written. I also have no sounds and placeholder art in much of the game currently. I'll be excited as that develops. Once I am almost to the point where I'm satisfied enough to start building the beta modules, I'll start working on music, sounds, and voice actors.

Lots left to do, but quite a lot has already been done. The game is fun to shoot currently and works almost as intended. Those are both great things, so I'll take that for now.

#141 2 years ago

One of the physical/lamp integration effects still makes me laugh every time.

#142 2 years ago

Ahhh, so nice to see the full effect of the light shows last night. I played quite a few games. The odd looping behavior I mentioned is only present on the first ball of the first game played after the app has started. I'm still not sure what's causing that yet, but it can be worked around (for now).

I have a few lighting effects to tweak, and a few more font instances to replace. Today the artwork is beginning on the playfield plastics.

I did find a ball hangup, after tweaking the launch power, so a support post position will need to be modified.

The shots themselves are still really fun - I'm happy to report that a correctly angled shot can still sweep the drops on one side or other.

#144 2 years ago
Quoted from northvibe:

cannot wait to play or see gameplay!

Thank you! A bite at a time and eventually it'll be done.

I spent lunchtime today tweaking a few light shows, though I think there is still more to be done.

I added a bit of background music, which really makes a lot of difference in any game, and some high score music. I tweaked the rest of the interfaces and applied the new font to everything, added the launcher media package (images, sounds), and a few other little touches.

I have a few other challenges left on the software front. Messaging for hurry ups and awards needs to be communicated better on screen. While I was waiting for some images to handle this, I can add the textual information now.

The spotting portion of the gameplay is really useful, though I might need to increase the difficulty in awarding a spotted shot.
As others play the game, I'll be able to properly assess.

Next up will be some sound effects. I've been considering how the suite of sound effects will allow you to understand the shot you've made. I have lots of inserts that appear on screen dynamically and support that as well.

1 week later
#145 2 years ago

Artwork continues to churn along. Currently the playfield plastics are being worked on and I'm really excited by what's been done thus far.

I've contracted with a composer for the game and provided the specs of the project. That process is just starting, but I'm excited by his reaction to the musical direction.

Meanwhile, playtesting continues. I'm slowly working on a couple of bugs related to lighting - namely, the walls and scoops. I've got those set to fade to black after an initial light show, but they should be coming back on afterwards. They're not! Also, the playfield lamp is not quite reacting the way I want. This illuminates the back of the module. It's staying on full blast at all times during the first ball, then turning off during subsequent balls (not the intent, in either situation). I'll find it soon enough (I hope)!

As I've been doing more managerial tasks, the amount of coding time I'm spending is less. This is a normal ebb and flow during game development (and part of why the lamp bug isn't fixed yet).

I've been working on modelling the ball guides that interface with the lower playfield on the P3. There are sample guides included with the SDK, and modifying those should be a simple task. Before sending the modified models to a laser cutter, I realized I could 3d print them to test (handy)! So I finished the models yesterday, threw them in the slicer, and started printing. About an inch too short... so I went back to the modelling program, added some more, and tried to print - half of the model vanished. So I must have deleted part of the model accidentally. I'm hopeful I can finish the model and get those sent to the laser cutter. My hand cut ball guides are pretty bad.

Once I have that handled, I plan to make a wiring jig. Part of the planning for wiring templates involves how to handle the finished setup of the switches, which I am still thinking about. I would like for it to be easy on the owner, but not ridiculous on the build. Direct soldering is probably(?) easiest on the build. If I have a good jig, either will be easy to adapt, even if a later change is needed. One of the cool things about P3 module development is that the wiring runs are super short! I expect the jigs will be pretty darn easy to put together - at least for switches and coils. Lamps require 4 or 5 wires per RGB LED and terminate in a ribbon connector on the PD-LED.

Some games with a lot of lights use breakout boards to make it easier to manage the wiring needed. Space is at a premium under this playfield, but lamp wiring is really rough at the moment. I need to find a better way to route that. Currently my boards are mounted vertically in various places on the back of the module or near the center (behind the launch tubes). Previously I had one extra board, which made mounting horizontally impossible. I wonder if I might switch back to horizontal now? I'll need to measure. That would simplify a lot of things related to wiring and make everything very visible and easy to work on for the owner.

#147 2 years ago
Quoted from Cmartin1235:

Would it help to mount the PD-LED under the orbit to the left or right of the pop attaching perpendicular to the playfield?

That's where it is currently, essentially, perpendicular to the playfield. It's fine, but I'm not satisfied. The PD-LED is mounted under the left orbit, behind the launch tubes.

#149 2 years ago
Quoted from Cmartin1235:

Is there room to mount it on the tubes below the Optos?

That would interfere with the launcher brackets (for the trough) and I'd be worried about vibration. There's room where it is currently, but I'd like it to be cleaner. I'll take a photo soon and you can see what I mean.

2 weeks later
#152 2 years ago

Thanks Zitt - I've had my proto plastics laser cut by Pinball Life.

The bumpers I'm using are opaque, single color lamp and Gottlieb/Bally style vs. Williams (shorter/squatter). Your products look great, but I'm not certain they would be right for this project. I'll definitely keep them in mind for my next layout with bumpers, though!

And I'm at an awkward point where I'm not ready to photo the game or game play as I'm not ready to display the artwork. However! I'll try to get some more photos once I have the final ball guides in place.

#154 2 years ago
Quoted from Zitt:

Not the modern ones. Although I carry both now.

Ah, reading is fundamental! Sorry for the mistake.

3 weeks later
#157 2 years ago

Multimorphic's Weird Al release has been really fun to watch. Looking forward to playing it soon!

Meanwhile, I've continued to work on the game. The composer only has 14 more songs left to return (and they should arrive on Friday).

The art continues to move forward. The artist had some technical issues with larger pieces that caused some frustration, and I was able to resolve those for them and get them back on track. The center plastic is complete, and the upper plastics should be complete today. I've provided the artist with templates for the cabinet, apron, and playfield module surface.

The software continues to evolve. I've had some time to think about the player's interaction with the game, and how to add additional side goals or benefits. I'm still working on default difficulties and some other challenges within the game while thinking about the sound effect suite and how the music might shape it.

1 week later
#158 2 years ago

All music has been delivered and integrated. I've also hired the same composer to provide sound effects for the game (there are going to be a lot of them).

Callouts are still being scripted. I want to ensure certain visuals have an audio component, so hiring voice actors will wait for a while (until the art is near-finalized).

The upper module plastic artwork is complete and looking great! The artist is now working on the wooden portions of the playfield module.

Another couple features:

* Animated text display when the game needs to tell you something important, like, "You Tilted!". This is used to direct the player or show a big old tilt warning.

* Some of the challenges for advanced players have been added. For example, separate sweep awards for the drop target banks on either side.

I'm working on some theme integration pieces that will be nice and hopefully reasonable to manufacture.

There are only a few other changes needed before the CAD is completely finalized.
1) Launch tube scoop top angle needs slight tweaking - I need to test more using a fresh piece of metal to be sure.
2) Pop bumper hole rotation.
3) Two playfield plastic support posts are not quite far enough inward, creating a ball trap if a ball manages to land in just the right spot on -top- of the plastic (a rare thing, but happened to me once).
4) Boardset dimples to ease assembly.

I would also like to make assembling the targets easier. Currently, they require soldering after assembly. I've been doing a lot of review of other games and attempting to figure out the best way to do this that won't balloon costs. The way I see it, I could add a connector on every switch, which would decrease reliability of the switch, increase up-front costs on switches (but make them very very easy to assemble), or I can add all that cost to very skilled assembly (plus a lot more, probably). It would also be more difficult for the owner to maintain if they have to find the break using a daisy-chain approach (think Bally). If I go the connector-for-every-switch route, I will need to figure out some kind of breakout board (again, assembly). Space is so tight under the module with this layout, it might be tough to fit. I'll have a better idea once I take the module completely apart again. That may wait until the first sample whitewood arrives.

Designing a small interconnect board won't be hard, but it'll add additional costs.

Another thing I need to hire out for is the CAD for the metal ball guides that interface with the lower playfield. I do not have the time to devote to learning any CAD program, but I keep starting that process thinking 'this will be the one'. I simply don't have the time to devote to learning that skill at the moment, and don't want to do it wrong. I have not yet taken full measurements of the ball guide I mocked up in a 3D modelling program. I have the printout on my nightstand to remind me to take the measurements, but I have not been able to make the time to do it.

While I'm thinking about what it will be like to have someone assemble it, I'm 100% prepared to learn that there are millions of changes needed to actually have manufacturing work. I -am- trying to consider this, which is far different than making a traditional homebrew or one-off game (even where I've thought I've considered it before), and increases the complexity of every step by a large amount.

All this to say, thank you for continuing to read this thread, and know that though I'm not posting as frequently, I'm still working on this every day. The software is in a pretty reasonable state for a beta test, I think... but artwork and animations are a big thing. The art style I've decided upon is extremely time-consuming to produce, and requires an artist with a tremendous amount of patience and dedication. I may still need to hire a supplemental animator or animation artist to produce some of the final work (I learned with QFG that many artists are simply not comfortable drawing the same object in multiple iterations).

Once the final CAD bits are in place, I can have the samples cut. I'm hopeful to have module artwork ready to apply before that time, so that I can both document and ease my work with regard to disassembling and reassembling my own module. Essentially everything has to be done before the next everything can be done. Haha!

Huge thank you to the entire Multimorphic team for patiently answering all of my stupid questions. They really go above and beyond with support of any kind. I try not to lean on that button too often, but sometimes you tilt at a particular windmill for long enough, and it's good to get a second opinion (or a shove in the proper direction). Thank you all for your help so far (and I'm sure you'll be hearing from me again).

2 weeks later
#159 2 years ago

All of the sound effects have been composed, and about 50% have been integrated. I'm now at the point where I can hire voice actors for the callouts.

The playfield artwork continues apace - and I'm really pleased with it so far! Approximately 50% done, and I've reviewed and approved sketches of the remaining static artwork.

#161 2 years ago

Thank you! I'm really excited to show people what I've been working on - I've had some pretty positive reactions from the people working on the asset creation as well as a couple of friends.

Quoted from rockrand:

still 50% left to do?

I'd say that's probably a good estimate. For a breakdown of the remaining tasks, please see the following:

1) Model ball guides. Just need to measure and send those measurements to someone familiar with laying out for a laser cutting facility.
1A) Receive sample ball guides and test fit and finish. Ensure no burrs or other issues with fit that would scratch interior walls of P3 (my hacksawed pieces of metal do).
2) Get sample of plastics printed. Ensure that lamps light appropriate places on the plastic and that the art style will work and indicators work as intended.
3) Finish playfield module artwork (lower plane) - this is about 60% done and is looking great.
3a) Sample print to ensure it looks ok when a ball is rolling on it/player can understand what's happening. Back to 3 as needed.
4) Playfield module artwork (backboard)
4a) Sample print to ensure it looks ok. Back to 4 as needed.
5) Side target plastics artwork
5a) Sample print to ensure it looks ok. My plan is to allow it to function with or without the ramp returns as they are not needed in the game, so it will have the standard cutouts.
6) Sling plastics artwork
6a) Sample slings - the artist and I have been back and forth a few times about what will be displayed on these. I think we've come to a clever compromise, but it'll be a challenge to illustrate and convey to the player.
7) Apron artwork
7a) Sample print
8) Cabinet artwork panels
8a) Sample
9) Head artwork panels
9a) Sample
10) Finish scripting callouts. New ideas present themselves all the time, and the intent is that there will be a lot of them. This is a bit complicated, as rules changes might require revisions. I've been lightly working on this for a while, but lots left to do. Maybe 20% done.
11) Hire voice actors. There are 17 characters in the game - not each of those will require a separate voice actor. Hiring voice actors and directing is really fun, I look forward to this part.
12) Edit callouts - some actors do a bit of editing on their own, but unlike the composer for the music and sfx, the callouts typically need a lot of mastering work before I can integrate with the game.
13) Add hooks for callouts to play. This is a programming task where I'll need to come up with either generic hooks (play one of 10 "Hey there"s) or specific (play "HELLO"). This has to wait until I've completed step 12.
14) Finish plan to move boardset to different locations on whitewood 2. I have a spot picked out, but I need to acquire new materials (spacers, screws) to affix to those locations. This requires rewiring the game, which is not a task I'm looking forward to. Necessary, but it'll mean that I can't playtest until it's finished.
15) Measure locations of holes for boardset and add dimples to CAD. I knew the current locations would not be final, so didn't provide to Anthony when he was developing the CAD.
16) Add dimples to CAD for system connectors (panel of four).
17) Rotate pop bumper cutout/verify in CAD.
18) Small changes in CAD for dimple locations of bell.
19) Small changes in CAD for cutout width for drops.
20) Add dimples to CAD for finished ball guides (t-nut on upper connection?)
21) Have a new whitewood cut. This will either be sample 1 or whitewood 3 depending on if there are errors. If errors, small CAD changes, then next cut.
22) Assuming no errors, produce sample games (w/ full art package). Each sample I will refine documentation for wiring and assembly.
23) Send samples to beta testers.
24) Send a sample to Multimorphic for review/comment along with build documentation, once software is in a good state (it should be by this time).
25) Integrate changes from testers and Multimorphic. This will likely include artwork, build documentation, and gameplay changes.
26) Add combo mode - these will be static combos, unlike on SF. Comboing this layout will be very tricky indeed, so a good reward is in order.
27) Continue extending light shows to match music or edit music to match light shows/expected duration.
28) Continue to add messaging as required to help player understand what's happening.
29) Add characters/animations to playfield screen.
30) Add small animation to backglass.
31) Change timings of some items which are randomized within the game to ensure that each experience is unique.
32) Add more music if needed to match with animations (there are expected durations of animations and I had the composer work to that).
33) Add more SFX if needed once callouts/any final music are added.
34) Reduce upper slingshot power (this is configurable) out of the box to prevent stuck balls.
35) Playtest the heck out of the game. Address any coil power issues that cause stuck balls. In playtesting for several hours this weekend, there were a few stuck balls caused by hyperactive slings.
36) Fix outstanding bugs with various challenges. For example, increasing the playfield multiplier works, but is supposed to present a big dramatic message. It doesn't tell you that it's happened, which is not great.
37) This kinda goes with callouts, but determining a pecking order is necessary. Some callouts are more important ("Woah there! Stop shaking the machine") than others ("Big points"). This requires a lot of consideration and testing.
38) Continue testing applications that work on all modules, like Shoot 'N Scoot and Barnyard to ensure compatibility.
39) Continue testing Twitch-connect and gather feedback on the implementation specific to this game.
40) Find a satisfactory light pipe for one of the flasher holes.
41) Add attract mode animation(s)
42) Add more custom background textures for results windows(?)

The things that I've done:
1) Make a layout
2) Create a wiring plan
3) Create a basic BOM (not final)
4) Come up with a theme for the game. As with my other games, this came after the layout. (of course in this case, I made the layout too )
5) Create software to drive the game - settings, profiles, twitch connect, challenges, high scores, game flow, mechanical integration, light shows, animations/placeholders, hurry ups, features like team play, etc.
6) Create definition/software to drive the hardware.
7) Cut a manual whitewood to prove geometry will work/wire it up.
8) Hire CAD designer to convert my napkin scrawls to something a computer can cut (thank you again, Anthony!).
9) Ask a CNC operator to cut the CAD drawing for whitewood 2, adjust CAD as required based on output from CNC (thank you again, Coleman!).
10) Hire a composer to create custom music for the game
11) Hire a composer to create custom SFX for the game
12) Hire an artist to create the insane amount of art needed for the game. Having an artist that is willing to create art for the screen(s) and physical components was one of my goals. The art style I've chosen is very, very time consuming to draw, but I'm really excited about it.
13) Create basic build documentation to ensure that someone can make these (first draft).
14) Wire up whitewood 2/playtest a LOT. Think about and address any small problem with geometry.
15) Modify build documentation.
16) Have plastics laser cut and test fit and viability (thanks Anthony and Pinball Life!).
17) Integrate custom music and sfx and program stuff like temporarily swapping to a new song based on the key in which the prior song was written.

There are a lot of steps that I'm combining or leaving out of what is already completed. As you can see, there's a huge array of stuff and a lot to coordinate. I'm excited to have people play it. I fear that the artwork will take a long while yet to complete, so I might have to hire other artists or compromise on the vision. I'm not at that point yet. I have other stuff to do with the game while I wait for art, so I'm going to truck through as much of that list as I can while I wait. As soon as artwork appears to be finalized for any component, I'll get samples printed. That will hopefully help the artist as revisions are easier when she hasn't moved to a new piece. As I haven't been through the physical game submission process for Multimorphic previously, I might be much too optimistic with my internal estimates of how long that will take. It's quite possible that I've done something really silly that will require rework, but I'm trying as hard as I can to avoid that by reviewing the existing modules.

#166 2 years ago
Quoted from Mbecker:

Are you using fiverr for voice acting?

Yes, I've worked with voice actors from fiverr and other gig sites as well as actors using a direct contract for various games.

The gig sites like (and including) fiverr have amazingly talented folks.

All of my voiceovers have been original and not sound-alikes. I have absolutely no experience with that. Quest For Glory (based on a PC game) did not have voice acting in either release, so it was a blank canvas, as were my original themes, of course.

Quoted from snakesnsparklers:

Why would they add ANY time or cost

Everything is a tradeoff - cost/benefit. I'm a little indie pinball dev that hopes people enjoy the games that I make and that they will consider playing them multiple times. Different considerations vs. a licensed theme and the tradeoffs that go into making something like that. Any manufacturer (that also makes games) - has so much to worry about in comparison to me - so many mouths to feed, so many ways the pie must be sliced.

I'm really glad that I can even exist at all in this space, and am very thankful to Multimorphic for creating a platform and supporting 3rd party development within that framework.

In other news:

Quoted from bingopodcast:

38) Continue testing applications that work on all modules, like Shoot 'N Scoot and Barnyard to ensure compatibility.

This is getting closer to completion. Not quite there yet, but closer.

Quoted from bingopodcast:

27) Continue extending light shows to match music or edit music to match light shows/expected duration.

I also worked on this a bunch last night. Still a few corner cases to resolve, and a couple of tricks I'd like to try with regard to how music starts and stops.

#167 2 years ago

All of this is now done (he said, foolishly):

27) Continue extending light shows to match music or edit music to match light shows/expected duration.
28) Continue to add messaging as required to help player understand what's happening.
31) Change timings of some items which are randomized within the game to ensure that each experience is unique.
36) Fix outstanding bugs with various challenges. For example, increasing the playfield multiplier works, but is supposed to present a big dramatic message. It doesn't tell you that it's happened, which is not great.
34) Reduce upper slingshot power (this is configurable) out of the box to prevent stuck balls.
38) Continue testing applications that work on all modules, like Shoot 'N Scoot and Barnyard to ensure compatibility.

I have a few more things to do before I'm just waiting on assets. Pretty exciting!

#168 1 year ago

I've been working on programming and really polishing the experience. Inserts are pretty important in this game, so I went ahead and made my own slightly nicer-than-placeholder insert art and set that up.

Many of the bugs I've found have been related to multiball and some of the more nuanced rules. Not really a surprise, multiball that allows for other features to run simultaneously can be hard to get right, especially when multiball modifies the normal game flow.

Back to stuff that's on the list:
1) Model ball guides. Just need to measure and send those measurements to someone familiar with laying out for a laser cutting facility.
Just got the instructions sent to someone this morning, so hopefully I'll have samples some time next week.

I've got one or two small bugs I found in hours of playtesting that I'm ironing out, then it'll be time to break everything again with the addition of a combo mode.

For the curious:
1) Battle that flashes pop lamp is flashing too quickly - the state change is invisible, with the net effect that the lamp is just off in this mode. Timing tweaks should correct this.
2) Check a light show override when a battle is finished in multiball. The next-to-last remaining potential issue (ha!) from that set.
3) Move Ball Save indicator lower on the screen - currently it renders underneath the tips of the flippers.
4) On-screen message doesn't fade when completing battle in multiball. This is the last issue from that multiball set.
5) Add attract music - this will be optional, similar to FFRE. There will be an associated operator setting that will immediately disable it if desired.
6) Flesh out intro/credits text
7) Pause addition of indicator lamps for battle mode until the battle start light show has finished playing (depending on timings, there can be a split second where the shots are shown before the color is temporarily wiped out - pretty picky stuff).

#174 1 year ago
Quoted from rockrand:

So it’s a vampire theme?

Yes, it is! The game's name is "Drained". The composer posted that snippet from the attract theme, but there are over 50 original compositions in the game, and a similar number of unique sound effects.

Artwork is still a work in progress, so I'm not ready to reveal more than that at this time.

1 week later
#178 1 year ago

It's been a little while, so here's an updated long list of what's left!

1) Receive sample ball guides and test fit and finish. Should be here on Tuesday.
2) Get sample of plastics printed. Ensure that lamps light appropriate places on the plastic and that the art style will work and indicators work as intended.
3) Sample print lower playfield to ensure it looks ok when a ball is rolling on it/player can understand what's happening.
4) Playfield module artwork (backboard). Sample print to ensure it looks ok. Back to 4 as needed.
5) Side target plastics artwork. Sample print to ensure it looks ok. My plan is to allow it to function with or without the ramp returns as they are not needed in the game, so it will have the standard cutouts.
6) Sling plastics artwork. Sample slings - the artist and I have been back and forth a few times about what will be displayed on these. I think we've come to a clever compromise, but it'll be a challenge to illustrate and convey to the player.
7) Apron artwork. Sample print
8) Cabinet artwork panels. Sample
9) Head artwork panels. Sample
10) Hire voice actors. There are 17 characters in the game - not each of those will require a separate voice actor. Hiring voice actors and directing is really fun, I look forward to this part.
11) Edit callouts - some actors do a bit of editing on their own, but unlike the composer for the music and sfx, the callouts typically need a lot of mastering work before I can integrate with the game.
12) Add hooks for callouts to play. This is a programming task where I'll need to come up with either generic hooks (play one of 10 "Hey there"s) or specific (play "HELLO"). This has to wait until I've completed step 12.
13) Finish plan to move boardset to different locations on whitewood 2. I have a spot picked out, but I need to acquire new materials (spacers, screws) to affix to those locations. This requires rewiring the game, which is not a task I'm looking forward to. Necessary, but it'll mean that I can't playtest until it's finished.
14) Measure locations of holes for boardset and add dimples to CAD. I knew the current locations would not be final, so didn't provide to Anthony when he was developing the CAD.
15) Add dimples to CAD for system connectors (panel of four).
16) Rotate pop bumper cutout/verify in CAD.
17) Small changes in CAD for dimple locations of bell.
18) Small changes in CAD for cutout width for drops.
19) Add dimples to CAD for finished ball guides (t-nut on upper connection?)
20) Have a new whitewood cut. This will either be sample 1 or whitewood 3 depending on if there are errors. If errors, small CAD changes, then next cut.
21) Assuming no errors, produce sample games (w/ full art package). Each sample I will refine documentation for wiring and assembly.
22) Send samples to beta testers.
23) Send a sample to Multimorphic for review/comment along with build documentation, once software is in a good state (it should be by this time).
24) Integrate changes from testers and Multimorphic. This will likely include artwork, build documentation, and gameplay changes.
25) Add characters/animations to playfield screen.
26) Add small animation to backglass.
27?) Add more music if needed to match with animations (there are expected durations of animations and I had the composer work to that).
28?) Add more SFX if needed once callouts/any final music are added.
29) Playtest the heck out of the game. Address any coil power issues that cause stuck balls. In playtesting for several hours this weekend, there were a few stuck balls caused by hyperactive slings.
30) This kinda goes with callouts, but determining a pecking order is necessary. Some callouts are more important ("Woah there! Stop shaking the machine") than others ("Big points"). This requires a lot of consideration and testing.
31) Continue testing Twitch-connect and gather feedback on the implementation specific to this game.
32) Add attract mode animation(s)
33) Add more custom background textures for results windows(?)

I'm currently taking the opportunity before hiring the voice actors to add even more light shows to the game. I have a list of five more shows I'm currently writing and testing.
I'm really excited about how the game has shaped up even over the past two weeks and I can't wait to share it with you.

#181 1 year ago
Quoted from rockrand:

Can you tell us anything about the layout?

Ah! I thought I had posted the layout here previously!

PXL_20220123_181226817 (resized).jpgPXL_20220123_181226817 (resized).jpg

Pardon the bag that was holding some of my wiring supplies.

It's a symmetrical layout - there are six targets curved on either side with a target in front, two sets of three drop targets with two targets between, two launchers, and a central triangle with 2 slings and another six targets. The central shot is a gobble hole.

The layout is indeed very fun to play. The code continues to be polished as I wait on other assets. I've added three of the five shows I mentioned in the post above.

As far as gameplay, there are six separate sequences that have different effects, 15 different vampire opponents each with unique shots to hit (most randomized so that each game is different), hurry ups, combos, a few different spotting features, a knocker and bell integrated into gameplay. Some other, hidden features exist as well.

There are a few hundred callouts, 56-8 songs, around 70 unique sound effects and there will be 17 different voices/actors (I haven't hired the voice actors yet, but I usually try to get unique voices for each part).

Lots of light shows, lots of fun.

Since this layout is symmetrical, it is really well suited to Shoot n Scoot. Careful aiming means that you can move between the shot lanes in the game without having to hit the upper area.

Hopefully you all will enjoy it once it's approved and mfg begins. There's still a long road ahead.

#184 1 year ago

Thanks everyone!

Alright, update time...

I've enhanced all the light shows in the game to support external (controlled) cabinet and speaker lighting. Some fun math involved in getting a few chase animations to play at a particular speed I wanted.

I've added all of the Unity-side hooks for callouts, and am in the process of finishing the code that will call it. This means I can just drop my edited files in place and they'll immediately start working. Additional adjustments might be required to put certain callouts on other mixers, etc.

I've modified the primary hurry up mode to enable an on-screen target in one of three different locations. In the interest of not spoiling the sausage by telling you how this choice was made, I'll just say that at first glance this change appears more player friendly.

I've modelled a light pipe, printed in transparent PETG and it works to mount above the launcher flasher. It would perform best with a solid core. Still thinking on that, but that's a pretty minor thing.

I've hired one of the primary voice actors, and they should start recording tomorrow.

I've added another hurry-up mode for expert players. This one is far more subtle and involves another on-screen target. It has its own high score table, like the combos, and it very challenging. I should say, for my skill level, extremely challenging.

I've cut some decals out of vinyl for the drop targets and the pop cap, and am doing durability testing on my game. So far so good. I think they look good, but we'll see how they continue to hold up.

Backboard artwork has begun, and I'm very close to being able to order samples of the playfield module art and plastics with finished art.

Once the sound programming is complete, I just have to finish and test the Twitch integration on the programming side, then it's just plugging in art assets.

#186 1 year ago

I made a big final push last night on programming. All tested and working in sim and Twitch.

More high score tables, more shots, more risk, more reward.

In bad news, my development machine's hard drive might be dying. I'm going to attempt to fix it, but that's put a bit of a crimp in my routine. If it is dying, I'll need to spend some money + time getting it back up and rolling (which is why I'm pushing so hard on the code - plus, I always do. ). Anyway, this problem manifests itself in not being able to produce a viable build for the physical machine. Normally I write a bunch of code, make a push and test it on the physical game as I go. I haven't been able to do so this week, and I've added a lot of polish... so it makes me nervous. I always test and re-test things as I go, so it won't be that big of a deal. I'll make another build this afternoon, but I won't be able to test until this evening.

My ball guides should arrive today, and here's the plan for the rest of the week/weekend:

1) Review and install (hopefully) the ball guides. Already arrived this morning.

2) Receive callouts from first actor (over 10 pages worth), edit and place. All callouts will start working immediately once placed (I've verified through the logs that the callouts are firing when expected).

3) Playtest the new additions relentlessly on the physical game. I have added some clever(?) new things that will need some heavy testing to verify. Works great in the simulator!

4) Start contracting with voice actors picked for the other 16 roles. I have candidates picked out, a matter of communication and contracting.

5) Start putting together a near-final buy sheet. There are a few parts that I've subbed in in the course of development. A few which were changed due to artwork considerations. As the artwork for the module itself nears the final phase, I am confident that there won't be any more substitutions. There's still one part that I'll need to experiment with (the light pipe core I mentioned), but otherwise, I think I have a solid build list and should be able to proceed with starting to accrue parts. I don't want to overextend myself at the moment as there is a pinball show that I'll potentially be attending in the next month, and the cost of the voice acting is currently an unknown quantity.

On the art side, once the backboard artwork is complete I'll be able to start getting proofs. Once those are good, I can get finalized sample art produced.

There are 3-5 additional sound effects that I might have added. Still thinking about it. I'm currently re-using other sounds for these, but it's nice to have unique sounds for every action. Usually not necessary, but nice.

#189 1 year ago
Quoted from rockrand:

once all your work is done with the back log of games and modules at multimorphic it could be a long time before anyone sees your creation!

I've been working with Multimorphic as a third party for long enough to know that they have planned for the eventuality of building third party modules alongside standard production. I suspect my module will be simpler to build and absolutely know it will be far less popular than Weird Al. The build simplicity may or may not be the case, but I'm confident in Multimorphic's ability to get games out. They've been at it for some time, but as the popularity of the platform grows, more workers are needed (a good problem to have!). Since they can build platforms independently of modules, this should also work out in favor of this game when its time comes.

If it was a huge problem, there are alternatives, but I would much prefer to work with Multimorphic - a company that knows the platform, and will be able to quickly get up to speed with the build instructions - but there are many logistics to work through before that time, and though the code is now in great shape, and I've got a working prototype that plays well, there is a lot left to do. I'm really the bottleneck here.
I should mention, that at this point, they've only seen as much as you have!

I, too, am patiently awaiting my Weird Al, and I very much look forward to playing it! I have confidence that it'll be here right around the time when they said it would. That whole company is very dedicated to delivering on their promises, in a way that is exceedingly rare today. I'm a (very) happy customer and a third party developer. I enjoy working with them, and hopefully I don't bother them too much.

#190 1 year ago

Some updates on the weekend's (ha!) work:

1) Review and install (hopefully) the ball guides. Already arrived this morning.

- One of the bends was specified incorrectly (too sharp of an angle) and the piece is about 1/16" too short. Totally works, but will update the DXF to account for the change for production.

2) Receive callouts from first actor (over 10 pages worth), edit and place. All callouts will start working immediately once placed (I've verified through the logs that the callouts are firing when expected).

- will receive the first samples tomorrow.

3) Playtest the new additions relentlessly on the physical game. I have added some clever(?) new things that will need some heavy testing to verify. Works great in the simulator!

- I figured out what was wrong with my build environment and playtested the game for a few hours last night. Prior to the test, I was thinking this was pretty polished! Turns out there were about 10 things I found to tweak once a ball started randomizing things. I'll try to get all these fixed today.

4) Start contracting with voice actors picked for the other 16 roles. I have candidates picked out, a matter of communication and contracting.

- I'll start this process today.

5) Start putting together a near-final buy sheet. There are a few parts that I've subbed in in the course of development. A few which were changed due to artwork considerations. As the artwork for the module itself nears the final phase, I am confident that there won't be any more substitutions. There's still one part that I'll need to experiment with (the light pipe core I mentioned), but otherwise, I think I have a solid build list and should be able to proceed with starting to accrue parts. I don't want to overextend myself at the moment as there is a pinball show that I'll potentially be attending in the next month, and the cost of the voice acting is currently an unknown quantity.

- I've got this set, found a light pipe insert, and I'll be adjusting the model and the build instructions to work with this. It's likely that that insert will need to be glued inside the PETG shell.

I'm hopeful that when the samples ship, the main thing I'll need to adjust is scoring balance.

#191 1 year ago

Work progresses very well. I've fixed so many bugs and broken so much new stuff this weekend it's unreal.

Tons of minor changes. For example, I've added a short ball save at the start of the add-a-ball mode and at the beginning of encounters.

In the P3 Discord, some discussion on Shoot 'n Scoot had me remark that the new playfield was my favorite for that game. I was asked for some proof, so thought you might enjoy seeing this as well.

Heads up: I'm terrible at Shoot 'n Scoot normally, so temper expectations, but this is very good for me. Plus you get to see some in-development shootin' and scootin'.

https://photos.app.goo.gl/ArrwtA1D1V8Sc6m48

#192 1 year ago

VOICEOVERS:
I've contracted with all voice actors and have received almost all deliverables (three remain). Sometimes it's hard to evaluate how good a performance is until you hear it in the context of the game, but the majority performed as I heard the lines in my head, which is a very very good sign. I've been talking with both primary actors and may end up using them as replacement voice actors for some performances in Quest For Glory as well!

SOFTWARE:
Next, software. I have added a lot of new features, some I can talk about and some I can't. The big thing I've been working on improving is fallthrough scoring. Initially, as conceived, I wanted the scoring to be dead simple. Targets can be active or inactive. If they are active, they score more.

In some ways, this worked very well. The active targets scored 1000 points. Inactive (already hit, but sequence not completed) scored 100. The game allows for full playfield multipliers, so it was very easy to see how much you were earning without really thinking about it.

Unfortunately, things get confusing fast in battles. Each battle is different, but let's take a typical situation - a random target from a sequence is lit as an important target for that mode. Hitting it gives you a nice rush of points, but what happens afterwards? How about when you need to add that target to a sequence? Initially I solved for this by tracking the state of the battle. If the battle was started, then the target would not score in the underlying mode, but would add to the sequence. This caused other problems with state tracking within the battle, as additional hits to the target would provide a score that wouldn't make a lot of sense. Since different battles handle targets in different ways, the clarity of my switch handlers got muddy quickly. Throw callouts on top of that mix and since each primary callout outside of battle can have one or two voice actors... and... you get the picture.

I've 'fixed' this (well, it fixes this aspect anyway), by having a target mode that runs behind the scenes and tracks callout state as well as specific target information within battle modes. The battle modes track their own stuff, and allow passthrough for callouts. The standard target modes provide sequence tracking and otherwise scoring (as they run at a higher priority) when a battle is not in progress. When a battle is active, they only provide sequence tracking.

I've pushed some other activity from my primary mode into secondary or tertiary modes to help keep things a bit cleaner and more maintainable.

OK, other things!

SAMPLE PROGRESS:
I've ordered and received almost all of the parts to build the sample games. I'm working with the amazing solarvalue to make the final CAD modifications. Then I will have the samples CNCd by Coleman and start building!

CALLOUTS:
I'm working on getting the callouts edited and placed. This is a long process as sometimes a voice actor will ad-lib or provide multiple takes and it might change the dynamics of the callouts. For example, a given target might have seven scripted interactions. They might return 10 or 14 or more, and I'll either need to pick the appropriate one, or, if I think it'll fit, use all of them. Multimorphic's SDK makes this incredibly painless.

BALL GUIDES:
I'll be working on the ball guides and especially trying to figure out the correct angle of the missed bend.

SOFTWARE CONT'D:
I've fixed everything on my to-do. My intent, as with all my games, is to have a really fleshed out version be the first experience most people have with the game, including testers. I have one bug that appears on my physical P3 which I cannot reproduce in the simulator. I suspect it is due to improper settings (that's part of what I test), and I'll see if I can get that fixed this evening. Scores have been completely rewritten to give a risk/reward aspect to more difficult targets. This makes it a bit harder to understand that scores have been multiplied, and though I put a huge note on the screen to tell the player, I should probably make some multiplier (virtual) inserts.

ARTWORK:
The back panel art is almost complete. I expect it to be finished today. Once it is done, I'll print off paper versions of the plastics, backboard, and playfield playing surface artwork and ensure that everything lines up as expected using a flashlight, some tape, and a lot of patience. I've had the artist draw on the flat CAD outlines to make this process as simple as possible. Once this artwork is complete, I'll have final art printed and will apply that to the samples (and my own proto). Other art for side target covers and slings will follow, and hopefully slings will be finished when I put in my plastic order. Finally, the cab art will be completed.

DOCUMENTATION:
My materials sheet is getting closer to complete from a retail/off the shelf perspective. There are a couple of spacers and screws that I may substitute, and some things like wiring that will need to be costed separately. Build documentation and other module documentation will improve once I start building the samples.

LIGHT SHOWS:
All working great, and as intended. There's a special feature in the game that I've just added that might need it's own light show. I'm thinking about how that might function. Not necessary, but would be a fun addition.

FUN FACTOR:
I am really enjoying playing this game. I spend a long time every night just playtesting. It is something very unique and fun, and I hope others enjoy it as much as I do.

#193 1 year ago

1300 callouts will be in this game on launch. Finishing up the initial cuts tonight. This weekend will involve lots of testing (and re-mastering) to get the audio balance just right.

#194 1 year ago

Weekend complete, another update of the big list:
1) Receive sample ball guides and test fit and finish. Should be here on Tuesday. Update CAD model for ball guides.
2) Get sample of plastics printed. Ensure that lamps light appropriate places on the plastic and that the art style will work and indicators work as intended. Looks great!
3) Sample print lower playfield to ensure it looks ok when a ball is rolling on it/player can understand what's happening. Small changes to one color on the playfield needed. This will also impact one pair of inserts' text.
4) Playfield module artwork (backboard). Sample print to ensure it looks ok. Back to 4 as needed.One decorative element needed to be shrunk.
5) Side target plastics artwork. Sample print to ensure it looks ok. My plan is to allow it to function with or without the ramp returns as they are not needed in the game, so it will have the standard cutouts. Sketches are solidifying.
6) Sling plastics artwork. Sample slings - the artist and I have been back and forth a few times about what will be displayed on these. I think we've come to a clever compromise, but it'll be a challenge to illustrate and convey to the player. This is the next piece that will be worked on. Roughs complete.
7) Apron artwork. Sample print
8) Cabinet artwork panels. Sample
9) Head artwork panels. Sample
10) Hire voice actors. There are 17 characters in the game - not each of those will require a separate voice actor. Hiring voice actors and directing is really fun, I look forward to this part.
11) Edit callouts - some actors do a bit of editing on their own, but unlike the composer for the music and sfx, the callouts typically need a lot of mastering work before I can integrate with the game.I have two more actors that have yet to return their performances, but they are relatively small parts.
12) Add hooks for callouts to play. This is a programming task where I'll need to come up with either generic hooks (play one of 10 "Hey there"s) or specific (play "HELLO"). This has to wait until I've completed step 12. A couple of minor changes needed.
13) Finish plan to move boardset to different locations on whitewood 2. I have a spot picked out, but I need to acquire new materials (spacers, screws) to affix to those locations. This requires rewiring the game, which is not a task I'm looking forward to. Necessary, but it'll mean that I can't playtest until it's finished.
14) Measure locations of holes for boardset and add dimples to CAD. I knew the current locations would not be final, so didn't provide to Anthony when he was developing the CAD. Anthony knocked these changes out very quickly.
15) Add dimples to CAD for system connectors (panel of four).
16) Rotate pop bumper cutout/verify in CAD.
17) Small changes in CAD for dimple locations of bell.
18) Small changes in CAD for cutout width for drops.
19) Add dimples to CAD for finished ball guides (t-nut on upper connection?)
20) Have a new whitewood cut. This will either be sample 1 or whitewood 3 depending on if there are errors. If errors, small CAD changes, then next cut. Biggest changes were dimple locations, which should not prevent assembly.
21) Produce sample games (w/ full art package). Each sample I will refine documentation for wiring and assembly.
22) Send samples to beta testers.
23) Send a sample to Multimorphic for review/comment along with build documentation, once software is in a good state (it should be by this time).
24) Integrate changes from testers and Multimorphic. This will likely include artwork, build documentation, and gameplay changes.
25) Add characters/animations to playfield screen.
26) Add small animation to backglass.
27?) Add more music if needed to match with animations (there are expected durations of animations and I had the composer work to that).
28?) Add more SFX if needed once callouts/any final music are added. I don't think this will be needed. I have a list of five potential sound effects to add, but I'll wait for beta feedback before contracting for those.
29) Playtest the heck out of the game. Address any coil power issues that cause stuck balls. In playtesting for several hours this weekend, there were a few stuck balls caused by hyperactive slings.
30) This kinda goes with callouts, but determining a pecking order is necessary. Some callouts are more important ("Woah there! Stop shaking the machine") than others ("Big points"). This requires a lot of consideration and testing.
31) Continue testing Twitch-connect and gather feedback on the implementation specific to this game.
32) Add attract mode animation(s)
33) Add more custom background textures for results windows(?)

So, to state this another way, here's what's left, broken down by category:
ART:
1) Sling plastics artwork. Sample slings - the artist and I have been back and forth a few times about what will be displayed on these. I think we've come to a clever compromise, but it'll be a challenge to illustrate and convey to the player. This is the next piece that will be worked on. Roughs complete.
2) Side target plastics artwork. Sample print to ensure it looks ok. My plan is to allow it to function with or without the ramp returns as they are not needed in the game, so it will have the standard cutouts. Sketches are solidifying.
3) Apron artwork. Sample print
4) Cabinet artwork panels. Sample
5) Head artwork panels. Sample
6) Insert and digital artwork to replace my (serviceable) placeholder art.

ANIMATIONS:
1) Add attract mode animation(s)
2) Add more custom background textures for results windows(?)
3) Add characters/animations to playfield screen.
4) Add small animation to backglass.

LOGISTICS:
1) Produce sample games (w/ full art package). Each sample I will refine documentation for wiring and assembly.
2) Send samples to beta testers.
3) Send a sample to Multimorphic for review/comment along with build documentation, once software is in a good state (it should be by this time).

BETA:
1) Integrate changes from testers and Multimorphic. This will likely include artwork, build documentation, and gameplay changes.
2?) Add more music if needed to match with animations (there are expected durations of animations and I had the composer work to that).

#195 1 year ago

Newsletter comes out on Wednesday, and I'm finishing up the text of that, then will finish the last(?) change on my "code" list - adding the results data/high scores to the backglass in attract mode. They are there, but can't be seen through the backglass image (need to fool with z settings).

I've also started work on a manual showing rubber rings, switches, lamps, and game settings, which may help someone like me who prefers a paper manual. It's almost done, but there are a few parts that will require the process to be further along to fill out completely.

New smaller list:

ART:
1) Side target plastics artwork. Sample print to ensure it looks ok.
2) Apron artwork. Sample print
3) Cabinet artwork panels. Sample
4) Head artwork panels. Sample
5) Insert and digital artwork to replace my (serviceable) placeholder art.

ANIMATIONS:
1) Add attract mode animation(s)
2) Add more custom background textures for results windows(?)
3) Add characters/animations to playfield screen.
4) Add small animation to backglass.

LOGISTICS:
1) Produce sample games (w/ full art package). Each sample I will refine documentation for wiring and assembly.
2) Send samples to beta testers.
3) Send a sample to Multimorphic for review/comment along with build documentation, once software is in a good state (it should be by this time).

DOCUMENTATION:
1) Owners' Manual
2) Build documentation

BETA:
1) Integrate changes from testers and Multimorphic. This will likely include artwork, build documentation, and gameplay changes.
2?) Add more music if needed to match with animations (there are expected durations of animations and I had the composer work to that).

1 week later
#196 1 year ago

ART:
1) Side target plastics artwork. Sample print to ensure it looks ok.
2) Apron artwork. Sample print - this is in progress.
3) Cabinet artwork panels. Sample
4) Head artwork panels. Sample
5) Insert and digital artwork to replace my (serviceable) placeholder art. - Some more digital artwork has been added.

ANIMATIONS:
1) Add attract mode animation(s)
2) Add more custom background textures for results windows(?)
3) Add characters/animations to playfield screen.
4) Add small animation to backglass.

LOGISTICS:
1) Produce sample games (w/ full art package). Each sample I will refine documentation for wiring and assembly.

I'm still working on this aspect. Plastics have been produced and are en route. Final parts vendor order finalized and paid, and still about 30 targets backordered from supplier. I'm working to find a local vendor to print the playfield and backboard.

2) Send samples to beta testers.
3) Send a sample to Multimorphic for review/comment along with build documentation, once software is in a good state (it should be by this time).

DOCUMENTATION:
1) Owners' Manual
2) Build documentation - approx. 60 major steps, several sub-steps for assemblies.

BETA:
1) Integrate changes from testers and Multimorphic. This will likely include artwork, build documentation, and gameplay changes.
2?) Add more music if needed to match with animations (there are expected durations of animations and I had the composer work to that).

#197 1 year ago

Finished plastics were received and are absolutely amazing!

Parts have arrived, targets will appear tomorrow. Local vendor and I agreed price and terms for the artwork and playfield and backboard are in production now.

Artwork is still in progress, but the artist is on another short break (this week). We've worked on a few different thoughts for the apron and I'm not quite happy with the design yet, but it's getting close.

We had some family over unexpectedly a couple of nights ago and the kids (5,7) got to try the Drained module with Shoot n' Scoot, Barnyard, and Drained. They really wanted to topple my Barnyard high score on the Drained module. Didn't quite make it, but they might be over to try again soon.

1 week later
#198 1 year ago

The first couple of sample playfields and production artwork arrived (thank you solarvalue and Coleman!). I've spent much of this weekend (between other home projects) working on building the first sample.

It's gone very smoothly, though I only have the physical aspect complete. I'm waiting on the metal shop for one part before I can complete the build (should arrive Tuesday), and start on the wiring. I will be wiring the samples differently than my prototype games.

I'll be converting my second proto into a sample game as the connector wiring will change. This will also require an update to the manual, which I'll complete and ship along with the modules and a sheet of specific questions for the testers.

Really pleased with the art package. I have so much to share about that when the time comes (not yet!).

Code-wise I've been working on animations. There will be quite a few. I've been putting them off as they require a lot of unique artwork, and the artist has been working mostly on the physical side. Speaking of, the apron is coming along quite nicely. Hoping that will be nearing completion this week.

1 week later
#200 1 year ago

Final sample playfields are being cut, and in the intervening time the apron has been finished, and I've made the first promotional item for Drained. The artist and I have gone over the cabinet artwork, and they've begun with the head artwork.

The animations I mentioned in the last update are complete, though there are still many more left that will require more artwork. I've built various landing pads for those, and expect the animation setup to move quickly (I have a pretty good workflow using sprite sheets with Unity's animator tools).

I have been spending time refining the code in various ways. The latest experiment involved turning both upper flippers on. I was very concerned about this when designing the game, as there was (at the time) only one upper flipper. The release of Weird Al gave a second upper flipper! I've been playing the game with both flippers enabled, all flippers on one side mapped to red buttons, and one handed play to ensure everything works as expected.

The geometry does support the upper flippers (in fact it makes the crucial gobble shot easier), but the game was not initially designed with upper flippers in mind. With this in mind, I've made upper flippers a per-profile option, and whether or not they are enabled by default will be a question for the beta testers.

I've done a bit more callout editing, and placed the final actor's callouts.

So... I thought an updated roadmap would be helpful.

ARTWORK
Cabinet body
Cabinet head
Unique animations x 20
I've made all the launcher media myself, but improved versions could be made.

PROGRAMMING
Address any callout overlap/bugs. There's a multiball mode I triggered in playtesting last night that started shooting out about 400 callouts a second. Not intended. The simple solution is to disable those callouts during multiball... which wouldn't be a bad idea. I'll give it a shot. Multiball does not last long in this game, typically.

SAMPLE BUILDS
Receive a metal piece that I needed custom made. It should be here in a week or so. This prevents the final stage of physical assembly.
Wiring - In reality I could do most of this currently, but that would prevent me from programming, so I get to procrastinate.
Print all magnetic artwork (apron and cabinet body/head).
Test 'em
Ship 'em

BETA TEST
Await feedback, make changes to programming or physical build (let's hope not) as needed.

REVIEW
Send sample to Multimorphic.
Await feedback, integrating changes if needed.

As you can see, things are getting closer!

#204 1 year ago

Received! That was super fast.

Thank you, @Cmartin1235!

I know what I'm doing tomorrow.

#205 1 year ago

Sample 3 has been assembled! Waiting on a metal piece to be remanufactured, then I should be able to start wiring all three sample games.

Also the cabinet head art has been completed, and cabinet body will start tomorrow.

Today I am testing a few additions from the weekend's programming and mulling over the addition of a new (virtual) insert once the vampire battle has started.

1 week later
#206 1 year ago
Quoted from bingopodcast:

I have been spending time refining the code in various ways. The latest experiment involved turning both upper flippers on. I was very concerned about this when designing the game, as there was (at the time) only one upper flipper. The release of Weird Al gave a second upper flipper! I've been playing the game with both flippers enabled, all flippers on one side mapped to red buttons, and one handed play to ensure everything works as expected.

The geometry does support the upper flippers (in fact it makes the crucial gobble shot easier), but the game was not initially designed with upper flippers in mind. With this in mind, I've made upper flippers a per-profile option, and whether or not they are enabled by default will be a question for the beta testers.

With a LOT more playtime with the upper flippers enabled, I've determined that the game just won't work properly - long term - with them enabled.

Plastics could be redesigned and changes to the artwork, post placement, target placements, and more - but I think it's probably best to leave the game as it was originally designed.

I did have to scoop out a lot of custom handling of the upper flippers and messaging/scoring related to them, but I feel it's a better decision for the reliability/longevity of the game.

In completely unrelated news, I ordered myself a new plastic set...

Artwork is proceeding well, the lower cabinet artwork is on track to be finished this week. That means I can get the artwork over for quoting this week/end and have the artist focus on tightening up and creating the remaining digital assets. There's a final -physical- component that I have not yet begun to work on. That is the speaker panel artwork, which applies to new cabinet builds only. I feel that I can circle back around to this later on (closer to release).

I've also begun work on other promotional aspects. Some I know exactly what I'm doing, others I'll need to hire out. "Why start so early?", I hear you asking? Well, for a single creator/owner/operator, I want to make sure that any promotion fits within my budget and will show the game off well. I'm a text kinda person - if you've been following these updates, you know that's the case.

Not everyone is a text person. I need to hire someone with expertise in connecting with people through photos/video, with the equipment to do it well. That's going to require some conversation and time. I've been doing research into ballpark pricing and portfolios of several companies that I think could do the job.

Meanwhile... I have all of the electrical supplies either on order or received to start wiring. I can start laying out my final harnesses for almost all aspects of these samples this week!

The next unknown is packaging. For shipping the sample games, I will re-use the module boxes of games I've purchased from Multimorphic. But the unknown is how to adequately protect them in shipping without causing damage to plastics in the heat.

On the game front, in all the testing this past week, I found and fixed a variety of callout bugs in specific vampire battles, I found that I accidentally replaced one vampire callout's audio file (oops!), and found an incorrect handling of the bonus multiplier in one instance. The code feels really complete (aside from art+animations). I will be having a few local friends over to playtest and give opinions while I finish up the sample builds.

1 week later
#207 1 year ago

The largest piece of artwork in the game, the cabinet side art, will be complete today, and sent to the printer for review and scheduling.

Making several copies of the game has shaken out some supply chain issues, especially on the electrical side. As I mentioned in the last update, the final bits should be here this week, which will allow me to start testing the samples I've wired. I've found a few areas where dimples may need to be moved/added/removed. Still thinking about that.

I got the three samples all documented and wired in one day for switch commons, coils, and GI. The supplies arriving will allow for the 'switched' portion of the switches, and the RGB LEDs. The final module took much less than half the time of the first one.

I've added a new series of rules/animations/verbiage that impact the vampire battles and work really well (I think), and continue to polish the user experience.

Promotion work continues!

#210 1 year ago
Quoted from Cmartin1235:

Getting accurate backside dimples with a hobby CNC machine has proven tricky. If the dimples are a millimeter or two off for a quadrant of the board, the problem may be in a rotational misalignment, not the design.

Thanks for confirming my suspicions... I may not know enough to make the determination on whether to change yet.

1 week later
11
#211 1 year ago

Wow, a lot has happened in a week:

1) Cabinet physical artwork is at the printer for testers. Should pick up tomorrow and I cannot wait.
2) First promo item came in from France and it's awesome (I'll post some info soon).
3) Some promo items for my company have started arriving (I'll post some photos soon).
4) Ordered bound manuals for testers. There are a few things that need tweaking before production on those, but I wanted feedback.
5) All samples are wired. The documentation portion was a LOT more intense than I thought it would be, but now I can really crank out builds.
6) All samples are in testing now. I want to ensure that they not only function 100% but that I can play a number of games on them before sending them out.
7) Some continued tweaks to the code. It's feeling really nice (to me). Hopefully testers enjoy.
8) Started looking at shipping material for the sample modules. I'm reusing some shipping boxes from modules I've received for these. One of the great things about the modules is how easily they ship. I'm hoping to have all the modules tested and boxed by the end of the weekend.
9) Reorganized my build stations last night and cleaned out any empty anti-static bags and the like.
10) Completed an interview about Quest For Glory to be incorporated into an upcoming book.
11) Other promo work has continued, and I've found folks to hire with solid portfolios and competent communication (and prices that fall in my budget-ish).
12) The attract mode still background is almost complete. Once this is done, there are a few other key digital assets, then it's animation time! I've got animations storyboarded, but I can't draw AT ALL. Thankfully my artist is very patient.
13) I guess this goes without saying, but the external artwork has all been approved by Multimorphic, and should be near-final if not final.

I've also confirmed that I'll be at the York show this October 6-8th. All of my other P3 work (including Quest For Glory, making its first public appearance!) will be there in free play, along with the Multi-Bingo and Multi-Races. By request, I am bringing the 20 hole playfield for the Multi-Bingo, so if you give that a shot (and if you want one of the very limited promo items, you'll want to do so), expect a lot of math! Don't worry, I'll coach you through it. Anyway, I hope to see everyone there!!

I'll post again once the samples are sent, and will update as changes are required to code.

There are some other things happening in the background on this, but more will be revealed in time.

#212 1 year ago

Samples have shipped to beta testers, including full art packages. Assuming they all travel well, hopefully I will start receiving beta feedback at the end of this week.

Each module has been through a testing process that involves not only ensuring that all lamps, coils, and switches work properly, but playtesting a few dozen games in Drained and a handful each of Barnyard and Shoot n' Scoot to ensure that everything works appropriately.

Boxing up these samples involved reusing the boxes and packing foam (reshaped to fit Drained) from previous module purchases. The foam that worked best was that used for Cannon Lagoon. The shipping boxes for Multimorphic playfield modules are identically sized, so that, at least, was an easy decision.

In other news, we had visitors over yesterday, and the evening was spent playing the game - with players from 5 years old to their 70s. All had a great time and they all enjoyed the artwork, music, callouts, lighting effects and gameplay. The youngest players verbalized that a bit differently than the older ones (hitting the start button over and over to play just one more game).

The attract mode still background should be finished later this morning. Additional digital artwork will be updated throughout the week, and animation work will begin late this week or early next week. I'm also working on a few other game-related promo tasks.

#214 1 year ago

Thank you! I can't wait to show you!

There are so many ducks to get in a row, and as I line up 10, I discover another 10 need wrangling. I'm sorry to keep serving this word salad to you.

One of the testers received their module today! A few lessons learned on the packaging, but nothing catastrophic (thankfully!). Just some shifting where it was not expected.

Curious to see how the next one looks out of the box.

I'm putting the finishing touches on the website design right now, then I expect I'll be head down working on integrating beta feedback and digital art direction. The attract mode screen is gorgeous... but part of my direction wasn't followed, and it's created a problem with visibility. I spent some time with the artist today and we came up with a plan to (relatively) quickly correct the issue. Hopefully it works well.

Once that is done, it will be time to focus on a few of the digital assets that I've created as placeholders.

#215 1 year ago

More time passed, more progress:

1) Website complete.
2) Attract screen redrawn/replaced
3) Placeholder inserts redrawn
4) Tester feedback implemented (so far!).

The artist is now working on some of the assets related to one of the primary batches of animations.

This weekend, I also built a small series of displays (digital) with some simple animations and realtime countdown clocks to indicate when players should come back for the next game swap at shows.

#217 1 year ago
Quoted from Rdoyle1978:

When does the website go live?

It will go live when I've got an idea of when the game will be for sale or when I do a full art/game reveal (whichever comes first, but realistically those will go hand-in-hand).

Filming/photoing is really important, and I want the animations to be further along before that process begins.

I'll have a small teaser to post shortly... stay tuned!

#218 1 year ago

Every year at the York show, I run a giveaway for those that do well in Bingo Row. In years past, I've given away books about bingo pinball signed by the author, t-shirts and limited art prints with the logo of Bingo Row, keychains with the Multi-Bingo logo, tokens from Multi-Races, and more.

This year, I wanted to do a little promo work for Drained and continue the streak of giving away something really limited and special. I commissioned a company in France to cut a record postcard that includes a medley/slice of several tracks from Drained! I'm really excited about these!

These are extremely limited. If anyone here would like one and cannot attend the York show, shoot me a PM and if there are any left over, I'll set one aside for you. No guarantees, and first come, first served.

Here's your first look at some of the game's art!

PXL_20220803_031806116 (1) (resized).jpgPXL_20220803_031806116 (1) (resized).jpg

https://photos.app.goo.gl/imuc6RTtmex5Jsus5

https://www.vinylpost.co/sounds/NB3TC/

1 week later
#220 1 year ago

Testing continues, I've continued to integrate feedback from the testers and continued to review my own work and attempt to improve and polish things to a mirror shine.

I have a list which grows shorter by the day.

Beta testing feedback has been very positive, which is really exciting (for me)!

Quoted from ecurtz:

Very Edward Gorey PBS Mystery intro, great design choice.

Thank you! I look forward to hearing the reaction to the full reveal.

#222 1 year ago
Quoted from Rdoyle1978:

I can't wait to see this game. Nick, are you bringing this to York?

Thank you - I can't wait to show you!

I want to have the reveal materials complete before a public showing, though.
So if I'm able to get everything prepped and edited before York, it could happen. It's very unlikely, though.

I am bringing Quest for Glory, Flipper Foxtrot, Ranger In The Ruins, and Silver Falls on the P3, and the Multi-Bingo and Multi-Races, so lots of other Nick Baldridge games to try out while you wait for this one.

#223 1 year ago

Beta feedback has continued, but thankfully nothing earth-shattering has been found.

I've started integrating more and more digital artwork into the game.

I also reached out to several operator friends to see what kind of audits they would like to see and have implemented some of these to make their lives easier if they choose to route this game at some point.

I've also added more clarity to the Drained owner's manual on certain points, particularly pertaining to the added/changed audits.

As things have progressed really well with the beta (way better than usual, actually), I'm almost to the point where I'm ready to send it off to Multimorphic for review. I would still like some more animations added before then, so it's a bit of a balancing act as it is difficult to pin down an exact delivery date on some items.

#225 1 year ago

Thank you! I do have a list of potentially interested testers that I'll add you to.

1 week later
#227 1 year ago

Another week and more feedback integrated. I have added some more digital graphics and onscreen animations and interactive elements, more Twitch-connect functionality, and more easter eggs.

Things are progressing well and I suspect the attract animation (which should be the final animation) work will begin in a few weeks.

1 week later
#228 1 year ago

Things are still on track! More digital artwork is being integrated, some of which requires new programming, but all handled easily.

This coming week should include more of the remaining punchlist of artwork prior to the attract mode animation assets. I suspect that in two weeks I will have all of the remaining artwork complete and integrated in the game/animated.

#230 1 year ago

Thank you so much @Pinball_Eddie! I'm hopeful that people like it once it is shown.

Quoted from Pinball_Eddie:

Have a great and safe weekend.

I hope you do the same!

#231 1 year ago

Today the final pieces of art for the attract mode animation should be returned. Beta testing has been continuous since sample modules were received by testers. Once I have the final parts of the animation rigged, a 'final call' on beta testing will occur, then I'll move the software to release candidate status.

At that point, I'll send Multimorphic a copy of the module for review. The software will be as complete and polished as I believe it should be upon retail release.

I'm concurrently working on the marketing. I've begun work on a flyer, and have refined storyboards and angles needed for the video/photos.
Now that all assets are in the game, I can actually work on getting that video produced while I incorporate any suggestions/changes from Multimorphic.

#234 1 year ago
Quoted from clempo:

What's the typical agreement between Multimorphic and third party developers?

You'll want to speak with Multimorphic for contractual details.

Quoted from clempo:

When is a review by Multimorphic needed?

A review is needed before wide release. All of my commercial games have gone through the review process.

#235 1 year ago
Quoted from chillme:

Is is a go to have on hand at the York show?

It will not make the York show this year. I want the game announcement/reveal marketing released prior to public showing. It should be getting over to Multimorphic for review about the time York starts.

However, the other games I've made will be there, and I will too! You'll still be able to win a vinyl postcard for Drained, if you like, which will hopefully tide you over until the game is officially announced.

#237 1 year ago
Quoted from BorgDog:

I don't know if you've addressed it at some point, but since you are the first 3rd party module developer I'm curious if this will be sold through MM store or through you directly?

Once Multimorphic has approved (fingers crossed!) the module and software, then we will review contractual terms, including specifics of sales.

#239 1 year ago
Quoted from Rdoyle1978:

they perform the game builds using a bot, and once your P3 machine is tagged to the game, it becomes available for you to download.

A difference with full modules - the software is not built on demand or tied to specific hardware. Owning the module hardware is your 'key' to playing the game.

#242 1 year ago
Quoted from chillme:

Great, it will be nice to meet you and see the games. I have a year wait for my P3 to be built, so this will only amp things up for me.

I look forward to meeting you! See you in... a couple weeks!

1 week later
#244 1 year ago

I've moved the software to release candidate status (as previously scheduled), and have been actively working on marketing since.

I'm just about ready to send the module to Multimorphic to review, but I've -also- been prepping for the York show!

Reminder that the White Rose Gameroom Show is happening in York, PA next week(!) October 7-8.

I will be on hand with all of my P3 games, homebrew and commercial, released so far, including:

(Homebrew) Quest For Glory in its first public appearance! Play, save your progress, come back and resume your game later! Earn achievements and try to finish the game with all three character classes!

(Commercial) Ranger In The Ruins - the popular pinball roguelike playable on the Cosmic Cart Racing playfield. Run through the ruins of a former civilization to find the sum of all knowledge, acquiring items from the ghosts of past players from all over the world!

(Commercial) Silver Falls - choose your avatar from dozens of choices, furnish rooms, and clear special modes to progress through your home! Play Team Games with other attendees to make more progress and hear more of the excellent Scott Danesi chillhop soundtrack!

(Commercial) Flipper Foxtrot Rhythm Explosion - sometimes the P3 just wants to dance! Choose a song, and one of five difficulties, then show me your skills! Happy to play a game against you and see how I stack up.

I will have a TV display (this is my first year trying this, so we'll see how it holds up) with a countdown timer showing when the game will be changed over. Come back often!

--Non-P3 Games--

I also work with bingo collectors and help maintain and teach people about bingo pinball machines in Bingo Row. As part of that I'll be bringing two custom games.

(Homebrew) Multi-Bingo - 142 playable games, total, this year with a 20 hole playfield installed (which limits the number of games to 15, but they are very unique).

(Homebrew) Multi-Races - 39 playable games, total, a mixture of payout and replay versions. This is the first year it will be shown with Joel de Guzman's excellent backglass artwork! Win a custom token that you can keep!

Earning a 4 or 5 in a line on any of the games in Bingo Row will allow you to win a unique promo item for Drained. This game will not make an appearance this year, but I'll be bringing a very limited number of vinyl postcards containing a medley of the songs from the game! These postcards can be played on a record player, and include a QR code for streaming.

Beyond all of the games, I'm looking forward to meeting more of you and hearing your thoughts about the games I've made. It's very rewarding to be able to share a creative work with many people. Please say hello!

2 weeks later
#245 1 year ago

It was great to meet some of you and share some of the games I've made with you at York!

Meanwhile, Drained work has continued apace! Prior to and after my return from York, I've been working to get additional promotional material completed (with professional assistance). I'm currently adding more photos to the website, and hope to have that editing complete this week.

I'll be sending the module out to Multimorphic for review as soon as I confirm that all promo material has been filmed and photoed to my satisfaction, and the satisfaction of the professionals working on those projects.

There are some dates which are a bit nebulous at the moment - as I get the final nails in the coffin, so to speak, I'll be sure to post here!

2 weeks later
#248 1 year ago

Happy Halloween, to those who celebrate.

Things are moving along, very quickly now, towards release.

1 week later
#249 1 year ago

https://foramusementonly.libsyn.com/episode-473-interview-with-charles-wolf-composer-for-drained

Drained is the latest game from For Amusement Only Games, and will be releasing soon.

I wanted to discuss the creation of the soundtrack for the game with the composer, Charles Wolf.

Charles has composed music in many different styles and types for a huge array of projects. He is a very positive and professional collaborator, and I had great fun working with him on the sound design for Drained! I can't wait for you all to hear it!

We discuss his background, method of composing for Drained, the difference between creating sound effects when compared to full musical tracks, and some of his other works.

Intro: Drained Attract music.

Outro: Drained High Score music.

Venturer One - Lofi Scifi Concept Album -
https://charleswolfmusic.bandcamp.com/album/venturer-one

Charles Wolf Music Website
https://charleswolfmusic.com/

Soundcloud Music Portfolio:
https://soundcloud.com/charles-wolf-composer

Twitter:
https://twitter.com/CWolfMusic

Email: [email protected]

1 week later
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#252 1 year ago

Thank you all for following along during development! With that...

I'm pleased to announce the release of the new game from For Amusement Only Games, and the first third-party game kit for Multimorphic's P3 Pinball Platform, Drained!

For more information or for ordering instructions, please visit https://drainedpinball.com

#268 1 year ago

Thank you to all who took the time to view the trailer, comment, or place your orders.

Martin from Pinball News wrote a nice article with some high resolution photos and some rules detail:

https://www.pinballnews.com/site/2022/11/21/drained-launched/

#270 1 year ago

I've also just posted a short interview about the art process and art direction with the artist of Drained, Molly Baldridge! Molly and I are married, and it was so much fun to be able to work together with her to create the art for the game. I can't overstate how much work she did on the game, and I hope that everyone enjoys the small details in each illustration.

https://foramusementonly.libsyn.com/episode-474-interview-with-molly-baldridge-artist-of-drained

#272 1 year ago
Quoted from Aurich:

I love all of it, but the big bat plastic might be my favorite part, it works so well.

Thank you so much! The friendly smile and open arms of the bat make me chuckle every time I handle one of those plastics. The expression is perfect!

#275 1 year ago
Quoted from Jediturtle:

I'm just gonna come out and say it. I think the big bat plastic might be my very favorite piece of pinball art ever made. There, I said it.

That's a huge compliment, thank you so much! I'll be sure to pass along your kind words to Molly.

For those that might not know my other pinball work, there's also an Easter Egg embedded in the artwork for that particular plastic.

#280 1 year ago

Thank you all for your very kind words, your support, and your orders. I passed along your compliments to Molly last night and she was very pleased that so many people are enjoying what they've seen of her artwork so far. Thank you for making her day!

My friends Taylor and Tommy from This Flippin' Podcast interviewed me regarding Drained - we touch on the design, gameplay, artwork, and more!
https://anchor.fm/thisflippinpodcast/episodes/Drained-e1r5jl3/a-a8tofcj

#282 1 year ago
Quoted from Bigdaddy1000:

Unfortunately, the code was showing as expired so I couldn't play it, but it looks really nice.

Thank you! For those not in the know, test builds automatically expire once every 3 days.

10
#289 1 year ago

I'm thankful for all the support of friends, customers, and suppliers this US Thanksgiving, including Kevin from Buffalo Pinball, who designed the flyer, and helped provide beta testing for the game.

Monday, Nov. 28th at 8PM Eastern for the Livestream reveal of Drained at twitch.tv/buffalopinball with Kevin!

I'll be speaking with Kevin at the beginning, and then I'll be in chat for the rest of the show, answering your questions.

There will also be a giveaway of a flyer, signed by myself and Molly, and a vinyl postcard featuring a medley of songs from the Drained soundtrack, playable on a standard record player.

Join us for fun, gameplay, the giveaway, and of course some surprises. See you there?

316935212_10228537393515783_4304120381606160332_n (resized).jpg316935212_10228537393515783_4304120381606160332_n (resized).jpg

#293 1 year ago
Quoted from Vandy89:

Looks like you created another great game. I just got my P3 two weeks ago and have spent 90% of the time playing Ranger in the Ruins.

Thank you! I'm really glad that people enjoy the things that I make. Remember: the wizard mode becomes more difficult to achieve with each subsequent time you get there.

Quoted from SolarGarlic:

I’m in! Great to see a third party module for P3 hit the market. I’ve quietly been enjoying Nick’s threads since I found Pinside. Appreciate the window he’s offered into his process and happy to help support this big move by jumping in early.

Thank you so much for your kind words, and your purchase! I truly appreciate your support. I hope you love the game!

Tomorrow is today! A reminder that tonight, 11/28/22, at 8PM Eastern, I'll be joining Kevin at twitch.tv/buffalopinball for the reveal stream of Drained! I look forward to seeing you all in chat tonight.

#294 1 year ago

The stream was amazing - thank you Kevin!
And thank you all for checking out the game and for your kind words and questions throughout the chat. I hope you all enjoyed the reveal!

#298 1 year ago

What do you mean? That's a sample of my typical daily outfit (and thank you!).

#304 1 year ago

Thank you - there is a lot more to pinball than ramps!

I think that there is a lot that can be done with some woodrail toys (like the gobble hole) in a modern context. In a period of rapid advances and unique gameplay, many ideas were created and abandoned without seeing a full exploration.

#311 1 year ago
Quoted from TreyBo69:

Anyhow, more gobble holes!

Couldn't agree more! Drained uses them in somewhat of a unique way. In most games, you're trying to rack up as many replays as possible using the gobble. In Drained, you're using it for game progression and maximizing bonus value (through carry-over). Gobble holes disappeared with the rise of multi-player games, but balancing the reward of the gobble for a multi-player game is an interesting rules challenge.

#316 1 year ago
Quoted from TreyBo69:

Bring back tilt ends game you cowards

I already did! Ranger in the Ruins uses that rule to great effect.

#319 1 year ago
Quoted from Mr68:

I am NOT a fan of gobble holes. But your modern day adoption of it here is a total winner.

Thank you very much! As I mentioned on This Flippin' Podcast (probably too many times) - a lot of thought went into all aspects of Drained.

As an example scenario, when you stun your first vampire and the tension starts rising to make that gobble shot (and it's been building since the vampire was active due to the mechanical interaction of the walls and scoops raising and lowering).
You get a bad angle and hit a post, then have to save the ball and try again.
You miss again, get the ball under control, take a breath...
...and sink it on your third try, you feel FANTASTIC.

Designing it so that you feel varying levels of that intensity based on how you hit it is part of the trick!

Also... there's a small easter egg in the design of the gobble hole on Drained. I'll be very interested to see who notices first.

#321 1 year ago

The hint I will give is that it is not artwork-related - it's in the design of the gobble hole.

While you're working on that, and for a very limited time, Pinball Life orders over a certain physical size may have a copy of the promo flyer!

If you're looking for something to buy, may I suggest the game-specific-parts area for Drained? This section will expand over time, and will contain items to help you maintain your Drained module for many years. It currently contains (among other things) the 5-piece plastic set, if you would like a spare.

drainedpl (resized).jpgdrainedpl (resized).jpg

https://www.pinballlife.com/drained.html

If you placed an order hoping for a Drained flyer and did not receive one, send me a PM and I'll get you sorted.

My thanks to Pinball Life for their support!

#323 1 year ago

Thank you!

Quoted from Pinball_Eddie:

Not sure if I heard right on the stream, but did I hear the hurt sound effect that’s from either Castlevania when Simon gets hit\hurt or was the hurt sound effect when Thomas gets hit with a knife on NES Kung Fu?

It was neither! There are a variety of hurt callouts - each actor put their own spin on it. All the sound effects themselves are original to this game.

#326 1 year ago

No, but I did like the way the appearance of that section came out.

#327 1 year ago

If you would like to see some more Drained gameplay, Kevin will be streaming a bit solo tonight at https://twitch.tv/buffalopinball at 8PM Eastern.

1 week later
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#328 1 year ago

First two production modules shipped this morning!

Serials removed from photo digitally.

PXL_20221217_151839073~2 (resized).jpgPXL_20221217_151839073~2 (resized).jpg

#334 1 year ago

Thank you all! Working like crazy to get everyone their games as quickly as possible.

Regarding shows, I'd love to attend them all, especially York, but I'm not certain yet if I will be able to devote the time needed for York, Allentown, or any others. My top priority is making games at the moment. So, no promises on the show front, but hopefully.

Alright, back to work!

#335 1 year ago

More games will go out tomorrow! The first units shipped have been received and are playing.

I'm also slightly ahead of my production schedule, currently!

I'm very proud of what I've been able to accomplish so far as an independent pinball designer/developer/manufacturer, and I want to thank everyone for believing in me and enjoying my games. I hope everyone has a safe and happy holiday season, and I'll be working as much as possible, when not spending time with family, to get your games to you!

P.S. Molly and I will be collaborating on add-on speaker panel artwork (purchasable separately) for newer P3s soon.

#337 1 year ago
Quoted from Mr68:

if you are or will be working on a sub game for your Drained module.

Third parties can develop games for the module. Currently Barnyard and Shoot n Scoot are playable on Drained as well.

I may work on a separate game for Drained in the future, but have no current plans. I'm focused on making them for now!

One of the recipients of the first units has expressed interest in developing a game for it. No guarantees, of course, but I'm very interested in seeing what others might create!

Quoted from Mr68:

code updates

I pride myself on having complete code on each of my game releases. As such, I do not currently have any updates planned for Drained yet. Each game receives various quality-of-life updates as needed to continue to support emerging platform features, and add content or modify rules if a good idea emerges.

A bit of historical precedent: my first commercial game, Ranger In The Ruins, had an update that added a few new items, and a wizard mode/speedrun challenge.

Silver Falls received an update that gave a discount for repeated entries to the shop within the same room. After release, I had a non-pinball-playing friend over that played the game hit that center shot about 25 times in a row, and I thought there should be a benefit for doing so.

Flipper Foxtrot received an update that added an additional two songs by Scott Danesi, with five difficulties each!

I've continued to make new versions of my games to support new features, like Bluetooth speaker/headphone capability, and I am happy to support each game indefinitely if new ideas or changes come to mind.

Of course, if errors are discovered in the game, I'm also very interested in correcting those. Historically, my games have not had very many bugs. But each bug reported is fairly promptly squashed.

Any feedback from owners and players (and developers) is taken into consideration, and may be included in a future update. The game's manual includes every available adjustment and audit. I am always listening if anyone has suggestions for additional modifiers to difficulty. Being able to turn off spotted targets, replays, the attract audio, the knocker and bell, modify the gobble behavior, time-based Easter eggs - they are all there, and much more. Most available on a per-profile basis!

If an update is available, aside from posting here, on various social media, etc. - if your P3 is connected to the Internet, you will receive an update notification in the launcher, advising you to install the update in System Manager.

Quoted from Mr68:

Thanks and great job

Thank you! I really appreciate it!

#339 1 year ago
Quoted from Rdoyle1978:

do you anticipate continuing to make this game for a while?

It is very hard to predict the future, but at the moment I plan to be making Drained for some time.

#341 1 year ago
Quoted from Rdoyle1978:

Let’s say 3-4 months; I don’t want to let this opportunity pass me by

Oh absolutely.

#344 1 year ago
Quoted from jayhawker1:

You think Deeproot would have looked a little different if Robert hired you to run production?

That's not a job I would have taken, if offered (for multiple reasons). This is my first experience managing physical production of a game outside of a one-or-two-off, so it would never have made sense to offer.

I don't know if this reads the way you intend (it sounds like you're saying I'm a fraud)?

#346 1 year ago

Haha, thanks for clarifying for posterity.

I am over here making games right now.

1 week later
#351 1 year ago

Happy New Year from For Amusement Only Games!

20221230_080302 (resized).jpg20221230_080302 (resized).jpg

More games are going out every week - this happy little bat is part of the plastic set being produced for another run of Drained games by Scott Danesi at Pinball Life.

It's been really exciting to see these games received and played. After shipping this week's shipments, I'll (of course) be working on assembling more!

#353 1 year ago

Between shipping, assembling, and wiring more games this weekend, Molly and I started collaborating on speaker panel artwork. I believe we've settled on a direction that will mesh well with the existing artwork. Molly is starting work on rough sketches later this week.

We're still working to complete it by the end of the first quarter, and as a reminder, this will be an optional add-on, which will be purchasable separately. This speaker panel artwork is used on newer model P3s only (those with motorized walls/scoops).

#356 1 year ago

Making changes to the manufacturing process and measuring improvements is difficult when you're doing the measuring and the manufacturing!

By tweaking part of the harness creation process, I've increased the speed of wiring dramatically, which should allow me to sustainably ship even more units each week.

If you're interested in Drained, there's no better time to place your deposit!

#358 1 year ago
Quoted from wise1919:

Enjoyed playing some drained today before the Pittsburgh RV show started!!

Excellent - thank you for bringing your copy out there for others to enjoy wise1919 (and making some time to enjoy it yourself)!

1 week later
#359 1 year ago

Pinball Life has released a plastic protector set for Drained! If you'd like one, visit here:

https://www.pinballlife.com/drained-plastic-protector-set.html

#361 1 year ago
Quoted from RyanClaytor:

Nice! Is this something you designed or they designed? ...curious how this came about.

Great question! Scott Danesi (@thenotrashcougar), engineer at Pinball Life, composer for Silver Falls, and all-around amazing person, designed this to mount underneath the existing plastics (he has done this for a number of games in their game-specific parts section). These are third-party mods for a third-party game.

Did I mention that Drained has a game-specific parts section (recently)? https://www.pinballlife.com/drained.html

1 week later
#362 1 year ago

Do you hunger for more Drained information as vampires hunger for the hunters in the game? I'll have some fun announcements in the coming weeks! Stay tuned.

#364 1 year ago

They have not, to my knowledge!

Each item has some immediate benefit (usually points).

Stakes - collecting the first stake will launch a second ball into play (and award points). With careful use of this added ball, you can complete two vampire modes in a single turn. Collecting at least one stake before starting the battle will award a spotted shot in the vampire mode. It's important to note that only -one- added ball can be acquired each turn/ball to play. When in the added ball mode, both slings are lit (scoring 1000 or a multiple if a playfield multiplier is active).

Garlic - provides points and a randomly spotted target. Collecting at least two cloves will award a spotted shot in the vampire mode.

Holy Water - each set collected will award an extra bonus multiplier (and points, of course). Collecting two of these will spot a shot in the vampire mode.

Mirrors - provide only points, and collecting at least 3 before starting a battle will spot a shot in the vampire mode.

Swords - provides points only - collecting 5 swords before starting a battle will award a spotted shot.

Torches - provides points only - collecting 5 torches before starting a battle will award a spotted shot.

Collecting enough of all six items will allow you to stun the vampire immediately upon entering the battle. These items will also carry over to a second battle, if you have the added ball in play.

The amount of points awarded varies based on the difficulty in achieving the target sequence completion. Spotted targets are very, very helpful in that they can spot that one that always seems to be just beyond reach. Spotted targets can be acquired from side target completion, spelling GARLIC, or completing the lanes (to spell SPOT). A spotted award in Drained provides the player with the points that would have been achieved from a standard hit.

#365 1 year ago

The thing I didn't mention: end-of-ball bonus! As you complete sequences, squish spiders, route rats, and bash bats, you are also feeding into your end of ball bonus. This can be quite substantial if you are completing multiple sequences in a given ball. Holy Water, for example, is a very difficult set of targets to hit - you must be very accurate and tag one target at the end of a drop target sweep (or bypass if you already have targets in the drop bank down), or get random action off the top of the pop to hit them. Therefore, your reward at the end of the ball is amplified compared to something easy/relatively safe to acquire like a torch or a sword.

Couple this with the multipliers that you can stack on your bonus through sequence completions of Holy Water... and you can pick up quite a few points from exploration!

It's also important to note that the vampire mode stacks on top of exploration. In other words, you can still acquire new items while the vampire mode is active. However, you cannot use those items to fight the vampire once it is awake, and instead have to complete the mode shots indicated for that vampire battle. Maybe vampires are stronger once they are fully awake, or maybe I wanted to reward the player's skill in acquiring items before starting a battle... who can say for certain?

#371 1 year ago
Quoted from RebelGuitars:

How do you check to make sure the P3s time and date are set correctly?

The P3 doesn't have a global method to set the clock, though there may be one in the future (which is why those functions are off by default), but there is a way to set the time. I am happy to discuss via support (I'll email you).

Drained is currently the only application that makes use of date/time checks for game functionality.

#375 1 year ago
Quoted from Pinball_Eddie:

Did you bring back Midnight Madness????

Sure did! There are some date-related bits of fun in the game as well.

#376 1 year ago
Quoted from Pinball_Eddie:

Wonder if you’ll ever make a bingo game for P3 or if that’s possible while staying true to gameplay.

Oh it's very possible... !

Quoted from chillme:

ordering Drained

Thank you both! I look forward to your business! It also let me put in this subliminal advertisement for others who might be viewing the thread.

Quoted from RebelGuitars:

Thanks for the email.

Always happy to answer questions!

1 week later
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#377 1 year ago

For FAO Games, I work out of a maker space, and the maker space just had the opportunity to move to a larger portion of the big industrial building in which they inhabit, which included rooms to rent for business incubation. I jumped on a dedicated space immediately. Prior to, I had to slice up my work such that I had to carry supplies and parts back and forth for each session of making games. This was -very- tedious.

After spending a couple of weekends cleaning, painting, and moving equipment within the maker space to the new part of the building - I started moving the smaller things into my new space. I still have the run of the maker space as needed (including use of their very fancy tools), but it's really nice to have a space of my own for building games.

This weekend was my 40th birthday. There were many surprises this weekend, but largest among them was RyanClaytor driving all the way to my home to visit! Unfortunately, part of what I planned was to finish moving the last of my larger manufacturing supplies (racks, artwork, etc.) into the dedicated space I'm renting so that I can resume production on schedule.

After moving all the stuff in (with Ryan and Molly's help), I had one more task - there are three pinball machines that are on location in the maker space. I had helped to move them and verified functionality a week before. The owner of those machines is a friend of mine and very busy. The games were due for a cleaning, which I had previously offered to do that day as well.

Ryan designed the logo for For Amusement Only Games, and I had a decal printed to place in the window of my dedicated space. It wasn't die cut (cut to shape), so while I was cleaning machines, Ryan offered to cut the decal down to size and position it in the window (neither the cutting nor the centering were tasks I was looking forward to doing, haha!).

Here are some photos of the exterior of my manufacturing space, decal applied - with bonus Nick and Ryan pic! Thanks to Ryan and the kindness and generosity of many friends near and far, I had a very memorable and meaningful birthday, and I'm pleased to announce that the move is complete, and production will resume on schedule!

Thank you to my customers, my vendors, the maker space, my friends, and my extremely patient family - you've all made this possible, and allow me to keep making games for everyone to enjoy.

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#380 1 year ago
Quoted from MrMikeman:

Congrats on the new space and belated Happy 40th Birthday. Still just a kid!

Haha, thank you!

Quoted from Zitt:

Glad he got to help you out.

Ryan is indeed awesome, and I imagine that that decal would have remained square for some time without his help (priorities).

#386 1 year ago
Quoted from RebelGuitars:

If there was a leader board for most gobble hole drains in a single game, I believe I’d be on top.

Funny you should mention that... the "Vampires Kissed" board is for gobbles without starting the battle mode.

Quoted from RebelGuitars:

But I keep hitting the start button for “one more game”.

I love to hear that!

2 weeks later
#388 1 year ago

Thanks for your kind words! I look forward to having you as a customer.

3 weeks later
#390 1 year ago

Sorry for the silence here - I've been head down building Drained! More games are shipping every week - if you're interested in a Drained, there's no better time to put in an order. I've increased my build capacity to record numbers each week, thanks to the move!

#393 1 year ago

It absolutely is, thanks Ryan! I'll have some cool things to announce soon...

Speaking of cool things, if anyone is going to Texas Pinball Festival, Multimorphic just announced they'll be swapping in my games into some of their demo models throughout the show. After checking out Multimorphic's new game Final Resistance, play Drained and see the fun, challenging, delightful game in person!

Play quick, competitive games on Ranger In The Ruins, and if you play Silver Falls as a group, start a team game (co-op) by holding the flipper and pressing start before launching the first ball. If you beat a song on Flipper Foxtrot on Challenge mode, let me know so I can congratulate the first person outside of myself to do so.

A big thank you to Multimorphic for bringing these games and swapping them in for people to play. I wish I could be there, too!

#397 1 year ago

Awesome @mrmikeman, very kind of you!

cait001 - the beauty of any platform is choice, and the P3 has many options for different styles of gameplay (and growing). The ability for new owners to purchase (or trade) previous releases is fantastic!

#400 1 year ago

A giant thank you to Multimorphic for showcasing Drained in their Texas Pinball Festival lineup! I've heard from many people now how much they enjoyed the game and were surprised by the challenge and variety in gameplay. Thank you all for playing it, and I wish I could have been there with you.

I've got some big things in the works to announce soon - stay tuned!

#407 1 year ago
Quoted from Cmartin1235:

I don’t suppose there’s a setting to save progress between balls….

So as others have speculated, there might be two ways to look at this question. I'll answer both!

The way I took this was progression per ball. For example, if you complete STAKE and only need S to complete that important sequence, no. The game intentionally does not allow carry over of these items between balls. However, if you start a multiball, and complete a vampire, the items you've acquired within the first ball will carry over to the second.

This makes the acquisition of enough items to automatically injure the vampire on battle start much easier, and achieving multiball even more important.

Progress resets ball-to-ball (the vampire gets you one way or another... Or gravity does).

The other way would be this:

The designer of any P3 game can enable or disable any platform features. I have disabled this feature on Drained because...

Quoted from MrMikeman:

you could in fact slay ALL the 15 vampires.

This was heavily considered during development.
The issue is one of content. The game will not redisplay a slain vampire. I decided that rule consistency and giving the vampire opponents strong themes was more important than allowing save/resume. Plus you wouldn't qualify for any of the high score tables if you load a save!

#410 1 year ago

Thanks Zitt - always appreciate the feedback.

Your feedback is interesting as I find that it is pretty easy for a casual player to pick up and understand from focus group tests and through various other tests and response from others. A show environment is not necessarily the best place to be able to understand any game you're walking up to for the first time.

There are a few ways that I address knowing what to do:
1) At the start of any ball, flashing the slay and vamp lights. If you do nothing else, you know that those targets are important.
2) Having notifications on the screen. I have three levels of notifications. BIG notifications are for large events - hit this thing to do a thing (especially when starting a vampire battle). Medium notifications are for smaller, or more focused events - Combo, drops swept, etc. Small notifications are for sequence completion animations. Once the sequences are complete, an indicator appears on the apron and the backglass.
3) Vampire introduction - tells you the vampire and theme involved with its battle mode. An indicator starts flashing on the backglass. When the vampire is slain, that indicator stops flashing and turns red.
4) Persistent inserts during gameplay that show which targets in each sequence have been hit. Spelling MIRROR? If it shows IRROR, you still need to hit the M.

Regarding show attendees that may have been lost, Drained has a couple of things out of the box in its ruleset that might have been confusing for some players.
1) Default 5 ball game. I would have turned it to 3 for a show. Turning down the number of balls increases the number of targets spotted when a ball is launched. 3 ball would spot two targets. It is 5 ball by default because of the difficulty and likelihood of hitting the gobble. However, modern players expect a 3 ball game, especially in a bank of modern games that are all set to 3 ball.
2) Default balls shot in the gobble are lost. I may have experimented in the show setting with toggling this to ball save until vampire staking. This was the first show it appeared in!

For difficulty, a change to that second option above would have made a big difference to most, I would wager.

Overall the feedback from TPF has been very positive, but I am of course happy to hear and address the negative as well.

Thanks for playing!

#413 1 year ago
Quoted from Zitt:

I love RinR because it's hard and unique. I'm sure I can learn to love Drained as well.

Again, Zitt thank you for your feedback.

As I am fond of saying, not every game is for everyone.
It's totally fine - we all have our own tastes! Drained is a very unique game on the platform.

The adjustments I mentioned might bring it more in line with expectations and what you'd prefer from the game. If you're curious, the manual for the game is hosted on the game's website https://drainedpinball.com , and lists all of the adjustments.

Challenging games excite me. I'm a big fan of having a strong element of risk and reward in my games. It is definitely possible to go too far in that direction, but it is why I've made options like the gobble relaunching a ball if desired. I spend a lot of time watching different groups of players play my games during development and adjusting based on observations, beta testing, and direct feedback. Casual, very skilled, and all levels in between. While I try to make my games appeal to as wide an audience as possible, there will always be people to whom a game will not appeal. And there is nothing at all wrong with that.

I'm sorry it didn't click with you, but thank you again for playing it!

#414 1 year ago
Quoted from friscopinball:

You should check out 1:23:45 here

Thanks friscopinball - wow! I'm happy that Drained is considered your favorite P3 game! That's always very nice to hear.

#416 1 year ago

Interesting idea! I'll experiment with it. My ideas for alternate games (including the one I'm in pre-production on now) are much larger in scope, but a quick, fun, competitive game would probably be very fun on the Drained playfield!

3 weeks later
#417 1 year ago

I have been working on several new things that will be of interest to existing owners and new buyers.

Today, I wanted to announce that I now have a merchandise store at https://foramusementonlygames.com/shop
this is where you will be able to purchase For Amusement Only Games merchandise, like Drained coffee mugs or t-shirts, as well as embroidered logo hats, hoodies, beanies, printed pint glasses, and more!

I've also added other items like a stunning limited edition print for Bingo Row, illustrated by Ryan Claytor of Elephant Eater Comics and signed and numbered by the artist, and the fully illustrated (by Ryan!) publication co-authored by each of us, Coin-Op Carnival.

More announcements to come within the next few weeks!

1 week later
#418 11 months ago

A limited quantity of Drained game kits are now available in the online store and will ship today - no deposit required! Credit card ordering is now available for those that prefer that option.

Join the hunt today!

https://foramusementonlygames.com/shop

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1 week later
#420 11 months ago

Thanks for your interest, hopefully you will get to try and enjoy the game at some point soon!

The only show on my schedule this year is the York show in October. Others may plan on bringing their copies, but I'm not aware of other appearances.

1 week later
#424 11 months ago
Quoted from GranpaDave:

WTF?! I wanted to wait at least 3 months…

Sorry to disappoint!

Quoted from Rdoyle1978:

Your game may not work right out of the box.

Hopefully you won't have any issues with Drained(!), but if you do - I am here to help - the support email for any of my games is [email protected] , and Drained comes with a 2 year warranty.

There are some useful documents located in a bag inside the module box, including a packing slip (of course), a quick start guide, the owner's manual (information about wiring/repair, rubber replacement, and so forth), your sling plastics and side target covers (and hardware for the side target covers), and some other informational documentation.

Quoted from GranpaDave:

Great name for a pinball machine that will live up to its name.

Thanks so much for your interest and your order! I hope you enjoy it.

#429 11 months ago
Quoted from GranpaDave:

Drained! is beautiful, professional, and VERY addictive.

So glad that you are enjoying your new P3, and especially Drained!

I cannot tell you how much joy it brings me to see that someone enjoys playing a game that I've made.

Quoted from GranpaDave:

Drained! is a jewel.

Cannot agree more!

1 week later
#430 10 months ago

I'm pleased to announce the immediate availability of backlit speaker panels for your Drained Game Kit - these are usable for P3s manufactured from 2022-onwards!

These panels use a two-way mirror over the speaker cutouts - providing an eye-catching mirrored surface for you, your guests or patrons. If you have the optional Speaker Light Kit, the mirrored sections turn transparent when the light shows begin! It's a very neat effect and gives you something to enjoy no matter the options on your P3.

The entire panel is backlit and has multiple layers of ink fill to ensure the illustration and coloration pop!

Illustrated by Molly Baldridge, these panels provide a cohesive addition to your game, and are ready to be shipped to you for your P3 or for gameroom or location decor at https://foramusementonlygames.com/shop

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#433 10 months ago

Thank you both - I am really excited to release these speaker panels!

Quoted from Jediturtle:

itching to order a Drained

I'll be here, and look forward to having you as a customer!

1 month later
#436 9 months ago

An update to Drained is available in System Manger! Earn Medals and enjoy new features and persistent backbox communication for item acquisition progress. Enable network time synchronization, or carry-over vampire progression! There's much to explore in the castle, check it out today!
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#437 9 months ago

An update for the Drained Owner's Manual is available at: https://drainedpinball.com/docs/manual.pdf - there are two new options defined beginning on page 9, and the applicable software version is now listed on the cover. All other information remains unchanged!

1 month later
#441 8 months ago
Quoted from Zitt:

Two point oh?

Yep! I added many new features and UI improvements.

Players can now earn 'medals' for in-game feats, vampire battle progress can carry over, if desired (the targets to hit to stun the vampire during a battle), and I added network time synchronization for the various time and date features and secrets. The medal system was also added to all of my other games on the platform.

Each item acquired now displays a progress bar to show how many are needed to spot a shot in the vampire battle. This is shown temporarily on the playfield display, and permanently (once the first item has been acquired) on the backbox display.

Full release notes are available in System Manager or on multimorphic.com.

1 month later
#442 6 months ago

Come play Drained at the For Amusement Only Games booth in the White Rose Gameroom Show in York, PA 10/6-10/7!

While you're there, check out the latest game to use the Drained playfield module: Drained Bite-Sized - a new speed-running, multiball-focused party game available now at: https://www.multimorphic.com/store/p3-game-kits/3rd-party-game-kits/drained-bite-sized/

Purchase a copy of Drained 10/1-10/7 2023, and receive a copy of Drained Bite-Sized for free!

KevInBuffalo will be streaming the game tomorrow evening at 8PM Eastern on twitch.tv/buffalopinball - tune in for a chance to win a Drained T-Shirt!

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2 weeks later
#443 6 months ago

York was fantastic! Thank you to @cait001, Sam and Ava for help with the booth and Bingo Row, and thank you to Chef for bringing his own copy of Drained!

It was excellent to see so many people of all ages play the game. Chef's copy of Drained was a few aisles away from my booth in Free Play, and it was so neat to peek between machines and see people enjoying his copy of the game all weekend long.

Drained was selected as one of the tournament machines for the main tournaments on Friday and Saturday and the women's tournament!

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Even though York was just a couple of weeks ago, there's more Drained fun coming in October -

For anyone that might be in the Richmond, VA area on Wednesday, October 18th at 5:30PM, Molly and I are hosting a presentation on the making of Drained at Build, RVA, where my manufacturing space is located:

3301-D Rosedale Ave
Richmond, VA 23230

This will be a short presentation, but will include never-before-seen photos of the creative process, and a brief discussion of the development methods and tools used to create the game.

#444 6 months ago

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This Saturday - come to Center of the Universe Brewing Company from 12-4!

#446 6 months ago
Quoted from northvibe:

You going to drained the brewery?!?

Maybe those in attendance will!

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#447 6 months ago

Drained is now on location at Center of the Universe Brewing Company in Ashland, VA! Launch party tomorrow, 12-4PM. If you're in the area, come out for prizes, giveaways, and of course a fun game!

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#448 6 months ago

The launch party was tons of fun!

There were prizes for the top three finishers for score:
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And giveaways (and the operator cleaning other games):
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I showed the operator how to set up an event profile beforehand, so players could hit high score tables specific to the party.

We had a big turnout, and I was very pleased to see the response!

The game will be on location for the next month or so at Center of the Universe.

I went back there tonight to see if things were going well, and some people were crowded around the machine talking about the rules and features, including one of the workers there! It was really fun to walk up and introduce myself. I played several games with them and we talked about various game features. I pointed out some of the more nuanced rules as they gained more skill.

I'm looking forward to more such interactions!

1 week later
#449 5 months ago

I hope everyone enjoyed playing their Drained games yesterday! A small treat is in store for you in System Manager today.

Drained 2.0.0.1:
<Install Drained Module Driver 1.0.0.0>
Fixed - button legend wording on some interfaces now displays correctly.
Fixed - display of final Medal in list.
Fixed - player profile can now be changed before ball launch.

2 weeks later
#450 5 months ago

One year ago today, Drained was revealed!

Pinball players from all over the world have been playing and enjoying the game, and I am so thankful for every person that has played the game in their home, at a show, or on location.

To celebrate the release, I'd like to offer something special. Starting today, Tuesday Nov. 21st through Monday, Nov. 27th, any orders for Drained will include either:
1) a mirrored backlit speaker panel for free (a $100 value),
2) a copy of Drained Bite-Sized (a $99 value) or
3) the merchandise of your choice (of an equal or lesser value) from the For Amusement Only Games online shop at foramusementonlygames.com/shop (subject to availability).

3 months later
#451 44 days ago

Travelling to Texas Pinball Festival at the end of this week? Multimorphic will have an array of amazing games to play, including Drained!

Try your hand at collecting tools to slay a variety of vampires - send me a photo of your score - the player with the highest slaying count (last two digits of the score) will win a prize to be mailed after the show!

A huge thank you to Multimorphic for showcasing Drained at TPF! Be sure to play the other games available in their booth, including Multimorphic's latest: The Princess Bride.

#452 39 days ago

Scores have started coming in as of yesterday, but the prize is still very achievable - don't forget to send me your Drained scores from TPF!

Slay the most vampires (or tie with the most) to win!

Current highest vampire count: 1

#453 39 days ago

Highest vampire count now sits at: 2

Still very achievable - one way to try to slay a vampire is to add a ball into play by completing STAKES, then start the battle and slay the vampire. Once done (and th added ball is gobbled), start the next battle with the remaining ball. In this way, for each ball to play, you can slay up to two vampires!

#454 38 days ago

Highest count is currently 4 - the maximum count is 10 - so complete those STAKES and slay those vamps! Last day of the show!

#455 37 days ago

The winner was user Apexed via Discord with 4! Thank you to all who played Drained at TPF, those who participated, and a gigantic thank you to Multimorphic for dedicating a P3 to Drained all weekend for people to enjoy!

#456 33 days ago

Back from TPF and feeling a little Drained? How about an update to help you through the weekend?
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Aside from this update, there is also an update to the Drained Module Driver - v1.0.0.1! Update in System Manager or via USB and slay all day!

There is also an updated Owner's Manual located here: https://www.drainedpinball.com/docs/manual.pdf

A big thank you to MutterFudder for proposing and helping to test these new options!

1 week later
#457 26 days ago

TPD '24 Drained Slaying Challenge prizes have been shipped! Some local prizes will be hand-delivered. Thank you to all who played and congratulations to user Apexed for winning!

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2 weeks later
#460 8 days ago

Drained is now available in two great flavors:

* Without cabinet artwork - includes the playfield module, side target covers, and slingshots - all for only $2999.

* With cabinet artwork - this classic option includes everything above, but with the magnetic cabinet and apron artwork - for the original price of $3500.

Whichever taste you prefer, join the hunt today!

https://for-amusement-only-games-llc.square.site/product/drained-module/13?cp=true&sa=true&sbp=false&q=false

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#463 8 days ago
Quoted from Jediturtle:

I would consider including the apron magnet along with the plastics, or at minimum have it available separately.

Thank you for your interest, and it is absolutely in the works! These will cost the same as the other aprons on my site. If you are ready to order before it is available on the site, just let me know and I'll make it happen.

Ideally I will eventually have all artwork available piecemeal on the site as Multimorphic does currently.

#467 8 days ago
Quoted from Jediturtle:

I would consider including the apron magnet along with the plastics, or at minimum have it available separately.

Ask and you shall receive! I've included an item for the apron here (with a fancier product photo to follow at a later date): https://for-amusement-only-games-llc.square.site/product/drained-apron/23?cp=true&sa=true&sbp=false&q=false

As other requests followed yours, this got bumped up the priority list - when purchased with a module, the apron ships for free!

Promoted items from Pinside Marketplace and Pinside Shops!
$ 25.00
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Hey modders!
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