More code progress, working on the first mode...
As I've actually been able to play, I'm realizing just how hard it is to get a straight/flush. The odds in real poker at random are about 3-4%. Not exactly how frequent you'd want a multiball to be... I had figured it'd be much easier here, since you're able to choose your hand, but it turns out that aiming is hard. Playing test games, I was managing to get a straight maybe 1/8 times. Not horrible, but still not too good. I also realize a general flaw with awarding modes+multiballs off your hand is that if you get 4/5 cards for a straight, that doesn't carry over. Most games if you drained while trying to get multiball, you'd at least have saved progress, but this is all or nothing. Also, getting a pair is super easy, probably too easy.
So I'm playing around with various ways to change this up. First, I'm thinking of other ways to get the various multiballs, such as using your poker winnings to 'buy' them. That way as long as you win your hand, you're still making progress towards features, and if you can pull off a good hand, you get rewarded with an instant multiball. Still some stuff to work out here though. I don't want to end up with big menus for purchasing things or anything, I'd like most of the choices to be made during gameplay.
Alternately, maybe I keep a separate progress tracker for each mode. Getting a 3 card straight would give you some progress, a 4 card would give you more, etc. Or I can combine this with the 'purchasing' mechanic, lowering the price of the multiball based on previous progress.
Another option would be to have some other multiball awarded for more standard things. I could place some shots around to spell 'LOCK' and light locks for a separate multiball, to at least balance out the game more from relying on the hard to access hand multiballs. I'm there's many ways to set this up, but I'm hesitant to add something which could pull the focus away from playing the poker hands.
I'm also playtesting the ability to undo cards. Right now I have the magna save and outlane vuk tied into the same 4-light meter, so I also added the ability to undo your last dealt card at a cost of two magna-save pulses. currently this is triggered by the start button, but eventually I figure it'd either end up as the action button (if I can manage to mod one into this williams cab), or as a cheat button below the shooter (callback to Jackbot).
Lots of options to play with, but they all require playtesting. Which is good to be doing anyway, although the game is still a bit barren right now. It's also giving me more data for stuff like the outlanes. I've moved posts around, added rubbers, etc, to try to make the outlanes fairly drainy (since there are options to save the ball), but still savable with some nudging.
What I'm finding interesting is how little chance I get to nudge things. The ball moves around so fast that it's either in the inlane or outlane often before I can react. I'm not sure if the game is just playing faster than other games (it doesn't feel that way too much), or if something is making the rebounds less predictable, etc. I'm wondering if some of this may be the paper covering the playfield. Could it play different enough from wood to cause issues? I also know that the plunge and upper lanes have some issues due to bits of wood stuck under the paper, so maybe there's more of that that I'm not aware of. Hopefully that should be handled once I get the inserts/plastic figured out. I need to spend some more time doing some practice cutting before trying to hand cut the full sheet I've got. I've also been looking into CNC/laser cutting options, but haven't had much luck so far. When starting this project I'd hoped to use the local makerspace since they have a CNC router and a laser cutter, but they've been closed due to covid Considering purchasing a cheap 2x2ft unit for myself, but I'm not too knowledgeable about the options on this front.