Had a local pinsider over last weekend Pinballdork from Carlsbad.
He had some good insight on the game that I’ve worked in.
I added a rubber bumper to the upper ramp post /magnet opto switch holder.
Improved the gameplay a lot.
Also added some wires and platforms where the ball was getting stuck so I could play with the glass on.
Amazing how much better pinball feels with the glass on.
Watching someone else play I realized the rules are probably too complicated.
I simplified how gaining resources works and think it plays much cleaner now.
Gastown ramp earns guzzoline
Bulletfarm ramp earns bullets
Citadel ramp earns aqua cola and mothers milk
Orbits earn some of each or if you do a “kill switch combo” more of whichever resource is selected.
I added “V8 multiplier” to resources.
Hit all 5 pop bumpers and 3 slings to add boost to the engine. This gains more resources per ramp or orbit hit and extra points on pops and slings
Also added a “Downshift multiplier”
Hit the 4 mini targets to gain their associated resources. Get them all solid.
Their lights go off, blinking then solid.
Then whichever resource is hit next you gain a bunch of and the end of ball bonus for resources gets multiplied.
Added skill shot combos up to 8 deep.
All that’s left is 4 mini boss modes, 1 wizard mode, 5 or 6 mission modes and a shit ton of art and this thing will be done.
Simple right?
Really struggling with GUI and playfield art.
For a homebrew since most people only see it online and don’t actual play it, art is probably the most important thing....
for kudos anyway.
Layout, mechs , and shots wise I would put this thing up against anything....still have a long way to go on code and art.
Anyone want to do background art for the GUI while playing? Or maybe lead me in the right direction.
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