I’m not sure how to tie that into gameplay mechanics yet though. Stretch goal would be to incorporate the devil trigger mechanic somehow where the player fills up a gauge and then transforms Dante into his demon form where he’s more powerful. So I’m deciding to make it 5 balls instead of 3, and lowering the amount of hp Vergil has to see how much that helps. I want to tone down the difficulty a bit somewhat as well since players seemed to have a difficult time defeating Vergil even once. I haven’t decided how I want to implement that yet however. I’d translate that simply into a score multiplier that activates based on how well the player is doing. I was thinking of incorporating DMC’s style ranking system where the player gets more red orbs for the higher the ranking is during combat. Numerical scoring is a must this time around but I want to make it interesting. Now I want to focus more on complex scoring and possibly some layout changes. The original version focused primarily on just hooking up code to all of the objects which allowed them to play numerous sounds. Overall, though I’d say with some minor tweaking, this machine will be very good and I’m happy with my progress so far.Īuthor jxl2489 Posted on DecemLeave a comment on Devil May Cry Pinball Special Edition Post Mortem Devil May Cry Pinball Special Editionįor my second iteration of my visual pinball, I want to continue working on my Devil May Cry design. People still have an issue where it’s too easy to hit the ball into the outlanes, so I’m going to adjust the size of them, and add a Royal Guard kicker to both sides to prevent that from happening too often. Some of the targets were difficult to see though so that’s something I’ll have to adjust before the Strong museum. ![]() The sounds and the music were what really sold it for people though. They felt it made for a cool pinball experience. Themewise, people really liked the implementation of the Devil May Cry IP. I didn’t really run into any major issues with the software and was able to implement my design how I wanted it. ![]() I felt that this iteration went fairly smoothly to build.
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