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by mysterydip
1706 days ago
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Thanks to both of you. It took me a while to realize the depth built in. I tried making a pinball game many moons ago but couldn't get the ball to "feel" right (flippers as well). How was that process? Did you go play physical tables, go for a realistic approach, or tweak magic numbers until it "felt right"? |
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Mike (Sandige) built a scripting system that allowed me to tweak the physics, materials, etc. of each component. But our constant exposure to real tables helped us form a "feels right" baseline to target. I also applied whatever I'd learned at that point about game design fundamentals (it was early in my career).
After we finished 3D Pinball and started on Full Tilt, I got put in touch with a seasoned designer of real pinball tables who had worked on some hits from the 70s. He took me to task for a bunch of mistakes I made in 3D Pinball, and some of those corrections found their way into the Full Tilt version of Space Cadet (and more so in the other tables in Full Tilt).