So Jake picked the theme and commissioned the artwork -- he can talk about that more if he wants. We've (so far) prepped the cab, applied the art, created a new wiring harness and assigned Chinese machines (jlcpcb) to produce a number of PCBs we'll be using for power distribution, clusters of controlled lighting, and the displays. We learned how to design PCBs about a month ago, and our designs are predictably similar to things you'd find all over the internet (we are software nerds by trade...hardware is a hobby). We will also be writing all of the code, light shows, etc., we have some pretty fun ideas for the light show in the chase sequence!
The Paragon ruleset was pretty easy to code. We'll be adding the additional features as new modes on top of MPF, so it will be pretty easy to have a setting that prevents those new modes from operating if you wanted to play "Paragon" (a little more work to use Paragon sounds for that mode but won't be a problem, still deciding if we want to take it that far for that mode).
We are waiting on a little bit more hardware to arrive before we are at the "initial flip test" stage, and we can really test out the wiring, new displays, etc. After that its full speed ahead on the code. Given that there is no LCD display (that the player sees) and we don't have to code a video game at the same time, we expect that to be limited only by our day jobs
Of course, as a work in progress, all features are planned and subject to change. However, we are pretty confident in our current gameplay design. We’ve come up with some ways to add multi-ball on this playfield that eliminate the possibility of lock stealing, stuck balls, etc., while allowing us to have stackable multi-ball options as well as configurable multi-ball ball save timers.
While the layout of the playfield is unchanged, we’ve made a few hardware changes underneath, including a mutli-ball trough (this will be a 4 ball game), auto launcher, as well as modifying the in-line drop targets with knockdown coils. This will allow some features such as a lower difficultly setting that remembers which players have knocked down which in-line targets, preserving state between balls, and another idea I was considering – increasing the value of the right 3 drop bank by awarding an in-line drop for completion (again, a difficultly setting that could be turned on and off).
Since there will be a number of configuration options to make this game more fun for Jake when he’s playing at home, and more suitable for tournament play when he hosts events at his place, we have added a 4 inch LCD accessible from inside the coin door. This will be used exclusively for the testing/adjustment interface, which will use the four button setup common on modern games today.
So we are a little ways away from gameplay video... but we will get there! We will share major milestones and cool stuff to show here, but often we post that stuff first at our facebook page (Outpost Kodelia).
If you are in the Phoenix area, and attending our Sor-Shu-Gon! event tomorrow (9/18/2021), you’ll be able to see the game in its current state in person, although it’s not flippable yet. We’ve had some problems with our CPU vendor (UpBoard) but have resolved them and should have that in hand shortly.