- Joined
- Oct 3, 2004
- Messages
- 1,566
- Solutions
- 2
- Reaction score
- 1,213
- Points
- 132
- Favorite Pinball Machine
- Trigon
I've done 2 threads already, but on models and parts, so I decided it might be just as well doing one thread on Sorcerer. I did the very first version of Sorcerer for VP back in 2002, and it's ironic that this might be my last table. Funny how things end up sometimes.
I loved this game in the arcades when it came out. Didn't really have much choice, the 2 arcades near me only had Sorcerer to play anyway, but I have grown to love it, just like you can love a woman that you know is bad for you, but is just to damn sexy to resist. The best way to describe Sorcerer is mean, vicious, bad spirited, way too fast, and very inconsistent in play. Most of the time the ball screamed down the drain lanes or between the flippers, and yet every once in a while, you can play a ball for minutes. Sometimes it was all action, other times it played dull, flat and awkward. I have had 3 different tables of this one game to play, they all played differently from each other, but this is how they generally played. Very very fast (only F14 was faster IMOH) but once you got over the challenge of the speed, and learned to control the game play, she purrs like a kitchen, and it was very easy to rack up scores once you figured her out.
The big problem with Sorcerer from a fp/vp perspective is the amount of detail in the artwork, especially the plastics. Literally there are 10's of thousands of tiny dots of various sizes in color, and we have needed better images for years on the plastics just to try and preserve some sort of clarity. The resources available have been pretty fuzzy or very low res, so all the versions available can look pretty badly mangled in VP/FP and end up looking like solid blobs of color (especially in lower res versions like 1080p and 1440p). I was fortunate enough to have high res shots of the plastics, so years ago I took the time to redraw everything because this is one of those games that needs to be redrawn to have any hope of displaying it properly in 4K, so people can see and appreciate the truly insane amount of detail in the plastics.
I am happy to announce though that I already set a personal record on the amount of control points needed to shape one object, which is just over 210 for the left spinner plastic. As insane as that sounds, I know I'm gonna break that with the right top plastic. :)
This is just a very early build at the moment. The first 2 screenshots are just showing the exact progress I have made so far. The first screenshot is the build as it stands, the second is showing the plastics build and how I do it, and if you look, I am starting work on shaping the light object for the right plastic drain. I'm working my way up with that. The other 3 screenshots are just showing the start of the build days earlier. These are covered by the videos I have done.
Please note that though you can right click the image to get full size, because we have to compress the images here to save file size, the images posted here are noticeably fuzzy compared to how the actual game will display.
This also is the start of a new graphics set for me. I decided to replace the graphics I have been using for decades with brand new graphics, so you are seeing the new graphics and texture sets as I have been making them in Photoshop. I will be loading some of the new textures in the resources section as I go along and make enough to upload, I have already uploaded new higher res ball images suitable for sphere mapping.
There is still a long way to go here even for the build. I've had to fix the warp in the plastics as I go along, and it's been a process with the textures as well, but it's coming out very well so far. There is only base code, and stock fizx with no additional code, but that will added once the build is complete.
There's new stuff going on here, a new reflection technique for me, new graphics, and there are some things I am planning. I've only done a couple videos, but I will do more as I go along, and so if people have questions that I can answer better in video format, just ask here. Even though I really suck at making videos, I will do the best I can to answer those questions.
Still, game is starting to look real good now.
I loved this game in the arcades when it came out. Didn't really have much choice, the 2 arcades near me only had Sorcerer to play anyway, but I have grown to love it, just like you can love a woman that you know is bad for you, but is just to damn sexy to resist. The best way to describe Sorcerer is mean, vicious, bad spirited, way too fast, and very inconsistent in play. Most of the time the ball screamed down the drain lanes or between the flippers, and yet every once in a while, you can play a ball for minutes. Sometimes it was all action, other times it played dull, flat and awkward. I have had 3 different tables of this one game to play, they all played differently from each other, but this is how they generally played. Very very fast (only F14 was faster IMOH) but once you got over the challenge of the speed, and learned to control the game play, she purrs like a kitchen, and it was very easy to rack up scores once you figured her out.
The big problem with Sorcerer from a fp/vp perspective is the amount of detail in the artwork, especially the plastics. Literally there are 10's of thousands of tiny dots of various sizes in color, and we have needed better images for years on the plastics just to try and preserve some sort of clarity. The resources available have been pretty fuzzy or very low res, so all the versions available can look pretty badly mangled in VP/FP and end up looking like solid blobs of color (especially in lower res versions like 1080p and 1440p). I was fortunate enough to have high res shots of the plastics, so years ago I took the time to redraw everything because this is one of those games that needs to be redrawn to have any hope of displaying it properly in 4K, so people can see and appreciate the truly insane amount of detail in the plastics.
I am happy to announce though that I already set a personal record on the amount of control points needed to shape one object, which is just over 210 for the left spinner plastic. As insane as that sounds, I know I'm gonna break that with the right top plastic. :)
This is just a very early build at the moment. The first 2 screenshots are just showing the exact progress I have made so far. The first screenshot is the build as it stands, the second is showing the plastics build and how I do it, and if you look, I am starting work on shaping the light object for the right plastic drain. I'm working my way up with that. The other 3 screenshots are just showing the start of the build days earlier. These are covered by the videos I have done.
Please note that though you can right click the image to get full size, because we have to compress the images here to save file size, the images posted here are noticeably fuzzy compared to how the actual game will display.
This also is the start of a new graphics set for me. I decided to replace the graphics I have been using for decades with brand new graphics, so you are seeing the new graphics and texture sets as I have been making them in Photoshop. I will be loading some of the new textures in the resources section as I go along and make enough to upload, I have already uploaded new higher res ball images suitable for sphere mapping.
There is still a long way to go here even for the build. I've had to fix the warp in the plastics as I go along, and it's been a process with the textures as well, but it's coming out very well so far. There is only base code, and stock fizx with no additional code, but that will added once the build is complete.
There's new stuff going on here, a new reflection technique for me, new graphics, and there are some things I am planning. I've only done a couple videos, but I will do more as I go along, and so if people have questions that I can answer better in video format, just ask here. Even though I really suck at making videos, I will do the best I can to answer those questions.
Still, game is starting to look real good now.
Attachments
Last edited: