Embark on a pirate’s journey of plundering loot, swashbuckling adventures and cannon wielding foes. Wicked pinball mechanics and magnificent ball rolling physics running on a cutting edge engine: The next-generation pinball experience.
Black Flaggers Pinball (PC, Windows) needs your support on Steam Greenlight](Steam Community :: Error).
The core of the game is a cutting edge pinball simulation system based on Epic’s awesome Unreal® Engine 4: Highly accurate physics, a modular gameplay system and a fully dynamic specialized lighting and effects system, capable of sequencing hundreds of dynamic lights.
Vibrant pirate world brimming with life and adventure
Classic and modern pinball elements
Absolute pinball physics: Highly accurate rolling ball simulation
Fully dynamic, real-time lighting and physically-based rendering (PBR)
Beautifully illuminated by a versatile light sequencer with over 500 fully dynamic lights
Heaps of awesome particles and effects
Pinball Action Cams: Switch instantly between predefined cameras and between fixed, dynamic and action close up modes.
Free camera with user definable camera presets
Retro styled dot-matrix display (DMD)
Multiplayer: Leaderboards, Challenges and Tournaments
Playable in VR too: on the HTC Vive and the Oculus Rift
Thats a nice looking pinball! Love the pirate theme too! Sure to buy it when it arrives!
One thing though - it looks kind of easy based on the trailer? Ball size looks a little bit big compared to real pinball tables, so it -looks- like its too easy to keep it between your flipper blades even in situations where you would usually fail.
That is something that I should play myself of course to know better!:eek:
Would love to hear more about how you coded the ball physics. I know PhysX by itself doesn’t work too well for this kind of thing. So did you build on top of it, or custom code your own ball physics?
We invested a lot of time into extending the physics parts of the Unreal Engine to suit our needs and made some changes to the underlying PhysX. The ball to flipper/rubber contacts are handled as a special case to simulate the rubber dynamics.
It looks great. It looks like there are other special cases, such as when the ball is rolling down the side lanes to the flippers. Did you build out custom collision predictors? I know PhysX has a tough time determining collisions at high speeds, causing the ball to go through walls, etc. Good luck on Kickstarter and Steam, but if it doesn’t work out please consider throwing this up on the Marketplace. This would be an instant buy for me as I have always wanted to make pinball games, but the amount of knowledge of both coding and physics is too much to overcome.
The design of the table is awesome, and it looks like from the pictures you put the table on an island? That is a really good design decision and whomever thought of doing that deserves kudos for the design. I haven’t seen the video yet, this work laptop really sucks, but I am very impressed from just the pictures.