Oh boy....
I've been busy the last month. So there has been MANY updates and new features added in that time. So this next post will have lots of pictures, info, maybe a few videos. Needless to say... progress has come along VERY nicely!
Here we go. This will be a BIG post.
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New: plastics models, art, weapons and character models
So, I've been hard at work finalizing the last bits of the playfield. I needed to wait until this was done before I could finish certain things, but man did this all turn out great!
Plastics (art and new clear models)
Since I had to rebuild most of the table's layout (after adding new physics and new items, etc), this meant I had to make new artwork for the plastics. Half of the original plastics art is still there, but the rest is new.
After this was done, I decided to finally try to make new "clear plastics models". On previous tables, I would just add a new FP surface layer on top and add some reflective looking sphere maps. This worked ok but didn't give the look I wanted (looking like real pin plastics)
So, to create better looking clear plastics, this needed to be done in Blender. First I export the FP table's surface plastics into Blender as a model. Then I made the plastics model slightly larger than the FP surface art. Then I would add a bevel to the top edges. I could leave this as a sharp bevel, or add smooth shading. Both give a nice result in FP. I decided to go with smooth shading, as it looks better from a real gameplay view. Then I separate the flat top portion and the edges into separate models. This way I can use separate settings and textures for them in FP.
Now I import these new clear plastics models back into FP as "fp ramp models", since this will allow both sides of the edge models to be rendered through the top layer (normally models only render one side). I then apply some nice semi transparent sphere maps (based on the playfield art) to the side models, and then use a separate sphere map for the top flat model. Both of these models are placed on top of the thin FP plastics art surface.
When combined correctly, this makes the plastics look SO much nicer, and almost gives a similar look to a refracted clear plastic. During gameplay, if you play in a moving FP camera view, or especially in VR this really looks stunning, as the still pics don't do it justice.
New Weapons models
- I always wanted to add more motu weapons to the playfield
- I made an Evil-Lyn magic staff that is positioned near the kickback. The sphere / orb is a FP flasher and will light up when you ball gets kicked back into play
- I added a new Sorceress staff in a similar location on the right side outer lane
- I added new motu mace weapon models on both flipper guide plastics to replace the older swords (we have a newer sword model with He-Man)
- I previously added a new Havoc Staff (Skeletor) and He-Man axe, sword and shield
New character models
- new Hordak and Roboto models (to replace the much older Webstor and Man-E Faces models)
- new Mekaneck model (for the new Mystery feature)
- He-Man, Skeletor, Man-At Arms, Orko models and many others are all new models (that I added long ago)
- the vr / game room will have lots of new models
The only models left from the original table are the Zoar falcon, the Castle pop up toy, the clear ramps (which have been remodeled partially for the new table), spotlights, and the two signs (castle prison and banner).
Ramps
- new art created for both ramps
- new art for both ramp covers
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New: AutoPlunger and Balls (based on your faction choice)
The new "Choose Your Faction" feature I've added will change some things in the game based on the faction you have chosen. Two of them are the autoplunger models, and the ball.
Autoplunger
Heroes = Fisto fist
Evil = Clawful claw
Horde = Leech suction hand
Balls
Heroes = He-Man chest plate
Evil = Skeletor chest plate
Horde = Hordak chest plate
You can force what ball you want to use (no matter the faction) in the TABLE OPTIONS in the table script. you can also choose to use a standard chrome ball instead.
This can also be toggled during attract mode.
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New: CHOOSE YOUR FACTION
The new "Choose Your Faction" feature I've added will change some things in the game based on the faction you have chosen.
Two of them are the playfield art and bonus multiplier characters.
The many changes and new items I added to the table required that I make new art for the playfield. The parts of the playfield art that remain the same are still new as I sourced new higher resolution art to composite it all together.
There is lots of new art for the heroes playfield, but the evil and horde playfields are pretty much all new.
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New: CHOOSE YOUR CHARACTER
The new "Choose Your Faction" feature I've added will change some things in the game based on the faction you have chosen such as the playfield art, the autoplunger model, and the ball (all to match the faction you choose).
However, the faction you choose will also give you one more option. The ability to Choose your Character. The characters you can choose from are specific to your faction. Your character will simply appear on the mirror display on the playfield during the game. The idea was more for fun, but also may be handy if I'm able to add multiplayer support in the future (so each player can see their character during their turn, etc).
I won't have "every" character, but I included the more common ones from the 80's toys and cartoons, etc. This is the list of characters:
Heroic Warriors
He-Man
Orko
Man-at-Arms
Ram Man
Teela
Sorceress
She-ra
Buzz-off
Moss Man
Mekaneck
Man-e Faces
Stratos
Roboto
Fisto
Clamp Champ
Snout Spout
Zodac
Evil Warriors
Skeletor
Beast Man
Mer-Man
Trap Jaw
Tri-Klops
Evil-Lyn
Webstor
Kobra Khan
Stinkor
Scare Glow
Whiplash
Clawful
Spikor
Two Bad
The Evil Horde
Hordak
Imp
Grizzlor
Mantenna
modulok
Leech
Shadow Weaver
Catra
Scorpia
Trooper
Mosquitor
Octavia
View attachment motu ce - choose character.mp4
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New: MEKANECK MYSTERY
A new feature I've just added is Mekanack Mystery.
To enable it you must make a number shots to either the left orbit or the upper right inner loop and have the ball travel down past He-Man where the new Mystery insert and Mekaneck toy are located. This must be done when not in a mode. The number of shots required can be set in TABLE OPTIONS.
Once enabled Mekaneck will say something and raise his neck all the way up. Then you can trigger Mystery by hitting the He-Man kicker (when not in a mode).
Mystery will cycle through numerous rewards and eventually stop and reward you with whatever it ends up with (it's always random). Currently this can be the following (but may change):
- increase Orko Shots (+5 for now)
- extra ball
- bonus multipliers x2,x3,x4,x5,x6
- award big points
- enable Battlecat Bumpers
- award action figure
- award vehicle
- award playset
I've coded this so that the Mystery will only offer and cycle through options that are of a greater value than what you have, or something you can still acquire. So if you already have Bonus Multipliers x4, then it won't allow x2 or x3 to be an option. This makes it so it won't waste your mystery reward on something you already have. (if you have all action figures, then it won't offer that, etc) Other variables can change what's offered as well such as game progress, how many balls left, or how many Orko shots you have, etc. These are the kind of things I need to eventually iron out after the game is close to done and tested a lot.
View attachment motu ce - mystery.mp4
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New: LAUNCH PERKS and Mirror Display
LAUNCH PERKS
Another new feature I've just added are Launch Perks. This is similar to what I added to Sonic Pinball Mania, but with some changes.
At the start of each ball, the mirror display that is positioned over the plunger lane area will quickly cycle through many "perks" (random order). When you launch the ball whatever perk is shown will be applied. The duration of the cycle time can be set in TABLE OPTIONS (to make it really easy for kids or bad players, etc).
These are some of the perks (but may change):
- increase Orko Shots (+5 for now)
- extra ball
- Mystery is Ready
- Man-E Modes is Ready
- Hordak is Horrible is Ready
- Sorceress Struggles is Ready
- She-Ra Slingshots is Ready
- Teela's Training is Ready
- He-Man MB is Ready
- Skeletor MB is Ready
- Castle MB is Ready
- Ripper MB is Ready
- Shot Unlocked (to instantly allow progression on all shots)
This allows you to get into modes quickly without having to progress through their shots to make them "ready". Since this is random, it makes for unpredictable gameplay with each ball launch and makes for fast action and fun. With each new ball it can narrow down what perks you have so you can have a better chance at start new modes more quickly the better you play.
I've coded this so that the Launch Perks will only offer and cycle through options for modes that are not "completed" or not already "ready", etc . So if you already completed a few modes (you can't replay any mode after completing them) then the Launch Perks will no longer include those modes. This makes it so it won't waste your Launch Perk on something you already have completed.
MIRROR DISPLAY
I've now fully utilized the mirror display I created. Now it will show the following:
- what player is playing and what faction they are from
- what mode you are playing in
- splash images of characters (with a callout) when their mode is ready, or another mode is progressing
- ball saves
- battlecat bumpers
- bonus multipliers
- rewards for things like action figure, vehicles, playsets
- mystery rewards
- launch perks
There could be more things added later on. I'm really happy how this turned out as its surprisingly effective at giving you helpful visual feedback without needing to look at the DMD display.
View attachment motu ce - launch perk and mirror.mp4
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PHEW!
This new table is becoming a massive game. The table file is by far the largest FP table (and larger than most new VP tables) at around 435 MB... so far. I could reduce that a bit with some texture optimizations.
The table... visually... is pretty locked down now and won't be changing much. The VR room still needs to be completed (and could be big)... and other bits here and there.
The content in this table for an original is just getting crazy. 15+ modes and many new features.
The hard part for me now.... is stopping myself from adding more new features and modes.