Yeah. Talking about that lighting. But on the theme of efficiency, the other question I have is we were talking about limitations, right? And I remember that we were hitting not a memory GPU limit, but with the integration of two displays, right? We have to push even more graphics out at the same time on the hardware. So, it's important to be efficient about it. And I know that we were talking internally there was a transparencies issue and how to use PGs to to kind of put this stuff up there, but you had come up with an interesting solution to try to like circumvent and to make sure that we didn't like overkill the graphics memory. So yeah, anything that's not in the engine yeah, anything that's not in the engine we use, anything that's a video streams, so it doesn't take up any texture memory, but anything else, images or um animated sprites or anything like that, they take up texture memory. And at especially the resolution of the ghost box, cuz it's like 1920 x 720. Yeah, it's pretty big. Yeah, it's pretty big. If if I do a full screen uh PNG If if I do a full screen uh PNG animation on there, it eats up tons and tons of texture memory. So there's a like a caching system um that also takes a while to load if it's really large which can you you can actually uh see if if it loads in stream with everything else you can actually see the LEDs like pause for a second because the whole system has to wait for that uh bunch of graphics to load. So using um a resource loader thing that's built into GDAU, I can load those in the background on the way to using them so that they're there when we need them and then unload them as soon as we're done to uh avoid that. But the the key there is to be able to overlay anything on a video, it has to be uh transparent images because I can't do transparent video. We don't have the ability to do that. Sure. I mean an alpha channel built into Sure. I mean an alpha channel built into even a ProRes file would a 10- bit file would be enormous in file size. It would just be like incredibly cumbersome for the system to even begin to put that out. Not to mention needing to have the codec internally inside of the system and whatnot. Yeah. Yeah. Um so we got to touch base on I think Um so we got to touch base on I think what is arguably the coolest feature on Winchester is the is the turntable. And uh you know when you see this multiath multiball thing that spins around like is the first thing that go through your head like oh [ __ ] or is this like a much more solvable problem than it really seems? Yeah. The the fun thing there is uh the Yeah. The the fun thing there is uh the detail control of that was not my problem because the guys who do the engineering end of it wrote the firmware that handles the I just tell it go to angle one go to angle two go to angle three and the the little board that drives the motor is the one that has to figure out what that means. So the heavy lifting there was So the heavy lifting there was was not my issue. Um, there is a lot of was not my issue. Um, there is a lot of logic I had to build for when is it safe to turn the table because we don't want it ever pinching into a ball and getting the stepper to slip and be out of sync because that the gameplay is basically broken at that point. So, a lot of checking for when something requests the table to turn there. There's [clears throat] I have to decide if it's actually safe for it to turn or if I have to wait. And we had a the only time that the ball even got stuck when we were troubleshooting this, which we did extensively to make sure that Expo would be a double thumbs up experience for anybody playing it. Uh, you know, there was a lot of talk on like how to properly like jiggle and move. Like I feel like there was at least a whole day or two spent talking about how to properly uh dislodge the ball from this one position where it could potentially get stuck at the maximum success rate. Yeah. the the ball search specifically Yeah. the the ball search specifically that involves the tables was probably like a week-l long process of testing different methods and deciding what was actually the most reliable sure sure to get out of and it's still not like it to get out of and it's still not like it won't necessarily get it the very first time it tries but it does a decent job without jamming anything or getting stuck or whatever. Yeah. And it's such an it's just a fun Yeah. And it's such an it's just a fun mechanic. Um, what was what was your first experience of seeing the game after it had its art package and everything? Was that expo? Well, I guess I mean I Was that expo? Well, I guess I mean I saw it on like pictures and stuff from the office, but in person the first time I got to see it was when we set him up at Expo. And did you get to did you get to play it at did you get to did you get to play it at all? Was there like a moment where you got to like, you know, you're actually feeling and playing the thing that is is a finalized piece of polish in terms of having art assets on it and all this stuff compared to your white wood. Yeah. on Wednesday when we were setting Yeah. on Wednesday when we were setting up at Expo, um obviously there wasn't the public wasn't there yet. So, we got to spend some quality time with it. And um of course it's hard for me because when it's still this early, I'm constantly seeing things that, oh, I should have changed that or oh, they shouldn't be doing that yet or whatever. When other people play it, they don't know. But for me, in the first several months of uh working on the public release of the game, I see stuff all the time that is problematic and it makes it really hard for me to just enjoy playing the game. Sure. Sure. I feel like it's kind of hard not to I feel like it's kind of hard not to just be analytical of whatever the component is, right? Like I think that even, you know, Brad was looking at his artwork and Josh was looking at the animations and I'm listening to the sound of music. I mean, it's just like you can't help but want to just tweak everything as much as possible to make it as polished as possible. Um, but just as a like for a first impression point of view, like seeing it set up at Expo under those bright lights with, you know, Brad's art is fantastic. Those Everglass decals are so, you know, the way they shine is so good and the the uh powder coating they picked with the like prismatic rainbow effect in it. It the whole game just looks awesome. And I love that it's not, you know, like standard dark pinball colors. Sure. The whole thing is very And the Sure. The whole thing is very And the fact that the teal for the, you know, the powder coat like you're talking about, like, you know, the whole package really leaned into the like kind of poppy color scheme and just a lot of the riskier choices that we [clears throat] did with the color, yellow, and red. So, yellow, and red. So, yeah, yeah, it's all pretty red it's all pretty red for sure. It pops in a good way. Uh for sure. It pops in a good way. Uh roller coasters is asking how long did it uh did we get the white woods versus the initial game release? Uh and how do you balance fixing lab uh labs minor bugs and tweaks adding Dune? That's true. That's a good question. So you you were balancing working on you know a three pins essentially as rolling up to the Winchester release like how do you like organize that dayto day in terms of making sure that stuff doesn't get like swept under the rug or whatnot? Well, uh, to be fair, we don't do a whole lot on Labyrinth anymore. There's still a little bit that we would like to get to, but it's obviously not the the chief priority anymore. Anytime somebody reports serious bugs, I obviously look into them. But, um, Dune is still very much something that gets worked on all the time. Uh except for like the month leading up to Expo, I was pretty much only working on Winchester just to make sure we had as much content as possible before time for everybody for sure. time for everybody for sure. Yeah. And that's just going to happen. Yeah. And that's just going to happen. But since Expo, like the first three days after I got back from Expo was all straight Dune, working on stuff that had turned up since um the last time I touched it and working on the next thing we're adding to it. And most days now I work on Dune in the morning for a couple of hours either fixing stuff people have reported or working on a new addition and then switch over and work on Winchester for the rest of the day. Yeah. Yeah. Um which there is plenty to expand on. Um which there is plenty to expand on. We got lots of new fun stuff coming to Winchester and some I think some surprise stuff and some I think some surprise stuff maybe coming to Dune soon. Uh [laughter] misled asks on a scale of Jeff to Carl, how are Eric's pinball playing skills? You son of a [ __ ] I'm assuming that I'm the low end of the scale when anybody is talking about Carl with pinball ability. [laughter] I That's a good question, Eric. How good are you at pinball? I I am not a pro player by any means. My I I am not a pro player by any means. My My shining moment of glory was coming in fourth place in Division at Pinberg when it was in the before the pandemic when it was like a thousand players. To be fair, that's still D division at To be fair, that's still D division at Pinberg. That's like Yeah, that that that's my my best like Yeah, that that that's my my best like public performance. I just I love the machines period. Like sure sure as a package the the the mechanical like as a package the the the mechanical like I guess also artistry but the like how in interesting all the mechanics are and the art on them just I love them as pieces of art in addition to love like li like enjoying playing and you don't have to be good at pinball and you don't have to be good at pinball to enjoy it like they really are these complete packages of all these different components. I I'm an okay player, but I don't put the kind of time in it takes to be a really really good player. What's your What's your high score on What's your What's your high score on Dune? Oh, I don't know. Oh, I don't know. Make up a number. You could make up any Make up a number. You could make up any number right now. I wouldn't know. Somewhere around, I think. Somewhere around, I think. Four. Say four. Four. Say four. It's four. Just It's four. Just Wow. Wow. How did you even get a single digit How did you even get a single digit score? I uh I only have the Whitewood. Like I I uh I only have the Whitewood. Like I so I haven't really put a lot of time in on a fully finished retail game. Like I played a couple games at Expo, but I haven't put a lot of time in my And the Whitewoods don't always end up And the Whitewoods don't always end up uh being exactly the same as the final production model, too. I know that there's a handful of things on Doom parts, so the shots don't work the same. Yeah. So, I don't I don't have a valid Yeah. So, I don't I don't have a valid answer for how how well I can play Doom because I haven't played a real Doom all that much. Sure. Uh we got a handful of pretty good Sure. Uh we got a handful of pretty good questions. Uh, let me go down this. Uh, Flipronic brings up something that needs to be addressed in the pinball space. He's he's asking how many doorways you've hit your head on, and I just I need to I need clarification. Why are there so many goddamn tall people working in the pinball landscape? Like, I'm 6 feet. I'm like, everyone's always shorter than me and I'm used to this. Now that I'm like in pinball, I'm the shortest person in the goddamn room nine times out of 10. What What's going on, you you giants? You giants. and your love of pinball. I don't know. It just must have I don't know. It just must have something to do with the the uh difference in atmosphere at that sort of altitude just has you gives you a a predisposed tendency towards pinball, I guess. Do do you think that there's like a Do do you think that there's like a genetic like code connection between like the love of pinball and just being like tall as [ __ ] I don't know. Maybe being taller just I don't know. Maybe being taller just gives you a larger everything. So then you're bigger head. So then you're more into logic stuff. I don't know. Everything. Huh. Everything. Huh. Well, Well, uh, so, uh, Misled's got another good uh, so, uh, Misled's got another good one. He's talking about video modes. I'm assuming he's talking not about the video that's being displayed, but he's talking about video mini modes. He's like that can be a polarizing thing in pinball. He wants our opinions of that. Each of us, what do you feel about how do you feel about video modes, mini games? I'm guessing you don't want to go first. you don't want to go first. No, I want you to go first. You're my No, I want you to go first. You're my guest. I HATE THEM. I HATE THEM. I absolutely hate them. I absolutely hate them. I will only ever put one in a game if I I will only ever put one in a game if I am forced to drag kicking and screaming cuz I do not like them. I'm here to play pinball, the physical game. I don't want to play the worst arcade games ever made with two buttons for input. I would I would have to generally agree I would I would have to generally agree with you on that. I just they they stop the flow of the game. Like Bram Stoker's Dracula, even Ghostbusters, like all of these things are just like you you put a halt on it in a way that's generally not really exciting. However, I will say mini games that are mechanical are amazing. I'll use the shadow as an example that, you know, essentially it's a, you know, Aranoid or, you know, Breakout or whatever, the pinball machine, the pinball machine, right? It's a mini game, but it's a right? It's a mini game, but it's a pinball mini game. So Powerfield's a good example. So I don't know. I could probably think of Chad, there's got to be at least one pinball video mode miniame that is not invasive. Well, sign out that's different. So, S Out's bringing up what about the 8-bit uh version of Jaws? That's an entire mode. Like that's a that's an experience in itself that's shaped around uh you know, pinball. Unless you're talking about the actual like uh Shark Hunter or whatever game inside of it, which is a little bit not. [snorts] Yeah. with any any video mode I've ever Yeah. with any any video mode I've ever had to deal with, they're they're fun once or twice, but then they're either just annoying or they're a pattern you can learn and then if you know the pattern, you have this massive advantage over anybody else. One of the things I love about pinball is how random it is. You never know where the ball's going to go and having the predictable element of a crappy video game just doesn't fit for me. There you go. So, this leads into a There you go. So, this leads into a pretty good question. Roller Coasters is asking, "How do you deal with games airballs and them landing and hitting switches that they shouldn't?" So, this is a really excellent question because you need to be able to the game needs to be self-aware to a degree, right? It needs to know where all the balls are, what they're doing at at any given point in time. And uh we had, you know, there was a discussion about putting a plastic shield on the top of the uh turntable on Winchester to help prevent that. I've had a few air balls uh on my Dune that have like landed on wire forms and completed the ramp shot even though they didn't hit the entrance switch. So, how do you how do you approach those challenges in in the code atmosphere? That that's definitely the thing that makes pinball code the hardest is the fact that you have to be ready to deal with anything at any time because the ball will literally go everywhere. you you no matter how much you think it can't possibly hit this switch after that switch, it will at some point. [laughter] So you have to like code around handling all of those odd situations and otherwise you just end up with dead ends and the ball the game will just stop doing whatever. Especially if it's a physical ball lock, those are the the anybody that programs pinball like those are the the thing they like the least. Especially with like the seance table where an airball can land in there when it doesn't belong in there. Sure. Kind of goes back to your loving Sure. Kind of goes back to your loving problems. I mean, this is like the ultimate puzzle is like when can a ball fly and hit some random switch and then how do you handle it? Like that sounds incredibly difficult. Uh Carrie Hardy is here. We have to of course say hello. Carrie's asking a question that we addressed on earlier. So I'm going to give him the quick like cliffnotes because he's asking how you got your way into pinball coding. So, do you do you want to do the the 30 second crash course on what you said or or do it do it? Take it away. I can try. I can try. Hold on. Let me set a 30 second timer. Hold on. Let me set a 30 second timer. Oh, no. Oh, no. Don't start yet. Don't start yet. Don't start yet. Don't start yet. Wait. Wait. Wait. Wait. All right. You ready? Set. Are you ready? You didn't say yes. I don't know if You didn't say yes. I don't know if you're ready. Let's go. Let's go. Let's go. Let's go. Okay. Go. Okay. Go. Uh, I did New Code for Cactus Canyon Uh, I did New Code for Cactus Canyon using a Pock board on my own and took that to Expo. From there, I made connections and met Scott Denise, who got me into Spooky to do Rick and Morty because he didn't want to do the code for that one, so he asked me to do it. And then from there, I met Dave. And Dave is the one who invited me into the barrels of fun mess. You got us 8 seconds. You got us 8 seconds. There's no more to it. There's no more to it. Thank for doing a cool Winchester video. Thank for doing a cool Winchester video. He did all the behind the scenes stuff like about the house and stuff. Okay, stop talking. It's 30 seconds. Uh, [laughter] anyways, so yes, that's the that's the short version. and Carrie, thank you for hopping on in our our midday uh jamberee talking about Eric and Eric's involvement in pinball and specifically Winchester. Um more fun than engine controllers and injectors. Jason, I don't know what you're talking about. Um yeah, I don't know. Like that's I don't that pretty much runs down everything I can think of for Winchester again. Like I want to bring up the lighting again cuz I really just the lighting it sends such an experience like it really makes this world under glass kind of thing happen. I know that's what Barrels is known for and what we try to achieve, but uh the your your creative decisions on how to handle or how to translate Carl's notes, you know, when he talked about what the basement's supposed to be and how to handle those concepts. You know, you're taking these written words and then applying it to what the actual game can do uh or what you can potentially make it do. And I just that really the how you've chosen to do that is just really impressive. You did an awesome job, man. Yeah. For for me, the the light shows Yeah. For for me, the the light shows being purposeful and not excessive is important. You know, every time it does something cool with the lights, it should be for a reason and not just all of the time. Yeah. I don't nothing against games that do that. It's just not my personal preference. Well, I think that that's shared across Well, I think that that's shared across the team, too, because the UI has been talked about, praised for only showing stuff that's relevant in ways that's digestible. Uh, you know, I've tried to make the sound of music convey specific things. The call outs let you know, like, it's not there to be invasive. It's there to provide enough information that you can uh educate yourself unknowingly about the game, right? like it's giving you just enough clues to to know what you're supposed to be doing or what the rules of the game are without slapping you across the face. Yeah. And [clears throat] that that sort Yeah. And [clears throat] that that sort of trying to communicate to the player is really important to me for you I even more so on Dune like we very are even more restricted on Dune because there's not as much at least currently uh like side quest stuff going on. So the if something's lit, it's important and it's really obvious and that really seems to help a lot of people because a lot of modern games everything blinks and you don't know what the heck's going on. Sure, there is a lot of secondary stuff Sure, there is a lot of secondary stuff in Winchester though with like all the 13th modes and the ability to like super spinners and spirit energy and all those. Uh, but it's all things you could actually do like hitting those all of those blinky things does things in just because the the rules framework that I got from Carl to start building was very very well flushed out and filled in right from the jump, which Dune kind of came together more organically as we went. Like things were, you know, figured out and added on as I was going where I Carl really gave us the Bible to follow Carl really gave us the Bible to follow from the get. We got [laughter] all sorts of detail right at the beginning from Carl. So, a lot of those side quest type things are in there. Um, there's more of that stuff coming to Dune now that uh Phil, who did the rules for that game, has a Dune and is playing a bunch. Um, there's going to be a lot of adjustments for other things that you can [clears throat] do pointswise and uh experience-wise, but but there were a bunch of people talking but there were a bunch of people talking about how like Dune was done and we're not working on it or something. I'm like, I don't know who started that [ __ ] but it's so not true. [laughter] So, uh I will say uh one an example back So, uh I will say uh one an example back to Winchester of being able to give layers of information to the people. One of my favorite things that uh that you did that we did on it was the uh spirit energy for sure. Spirit energy is the playfield multiplier if you're not aware of that. And I think what's really cool about it is that in in certain modes the music plays and it identifies that you're in super spinner mode. playfield multipliers going on. The whole playfield goes dark. It's got blue lights that shine in on it. Just the experience is really cool, overwhelming. You know you're in a playfield multiplier situation, which in a lot of games, I think, when the playfield multiplayer is going on, it's just a little timer in the corner of the UI. You have no idea what's going on, right? But when you're inside of a mode or multiball, something that's really important, the mode's music is the priority, right? But the playfield lights still go down and initiate that teal color. So, you're still aware that you are in multi, you know, playfields, multiball. I can't talk, man. Help me out here. Just finish this [ __ ] for me. I'm [ __ ] Just do it. Yeah. Uh, one of the the key things with Yeah. Uh, one of the the key things with any kind of pitball programming is everything has priority levels and there are different priority levels. So, the LEDs are on one priority stack, the music is on a different priority stack, the modes themselves and what can react to what, you know, like if multiple things are running at a time, this one might react first and then this one. But you know that and at any point going through that stack of priorities I can stop it from going any farther all that kind of stuff. So in that situation the uh the LED priority for changing the lighting of the game is different than the music. So that you can still have the mode music because you're in a mode but you still have that really obvious visual indicator of the multiplier happening. Right. Thank you. That's true. It's a Right. Thank you. That's true. It's a really neat experience. I know that these aren't abundant. The games are limited. Sorry. But if you do get to play one, start the spirit energy. It's pretty simple. You just mash the spinner until your meter fills up and then you hit an X target which is up by the keys in the back and it'll make the entire playfield do this cool stuff. And uh it's it's pretty easy to accomplish and experience and it's it's neat. It's super fun. Um all right, we got a handful of questions. Flipronic wants to know what your favorite scary movie is. He said spooky movie specifically. So I don't know if that changes the level of scariness to you. I've never really been a big scary movie guy. God, you're the second person who has God, you're the second person who has said that to me this week and I just I'm so mad about it. I I judge you. I judge you hard right now. I don't I don't hate them. It's just not I don't I don't hate them. It's just not like I would never list that as my favorite category of movie type. Um I don't know. Well, you got to give Flipronic an Well, you got to give Flipronic an answer. So, just pick a pick a random scary movie then. Maybe alien. Maybe alien. We're not moving on until you do. We're not moving on until you do. What does alien count? What does alien count? What' you say? Alien. What' you say? Alien. Of course, that counts as a scary movie. Of course, that counts as a scary movie. How would that not? It's a sci-fi movie. I didn't know if it It's a sci-fi movie. I didn't know if it also counted as a horror movie. I mean, that's the best part about those I mean, that's the best part about those kind of movies when they like cross over tons of genres, you know? Yeah. Yeah. Uh I would say uh um I'm trying to make Uh I would say uh um I'm trying to make a dumb joke by picking a romcom and saying that that's the scariest movie I can think of, but I can't think of a good romcom right now. So, um All right, other questions. Uh, Carrie's asking, "Has Eric ever had to adjust code due to what you want to do with audio to be with the gameplay, Jeff?" Oh, well that's a huge yes. I [laughter] have I have demanded things from here to change in terms of how the backend audio works on Dune and some of that got into lab better. What's that? What's that? Every one of the things that you've Every one of the things that you've said, "Hey, we need to change this." has made the product better. I don't ever argue against things that I don't ever argue against things that make the product better. That's true. When we first started That's true. When we first started working, you were like, "Why the hell would I ever do that?" And I was just like, "Please listen to me. Cumor me. Give me an hour of your time to try this and tell me if it's not easier or sounds better." And then I believe after one or two of those, you were just like, "I will listen to you, Jeff." Pretty much. I mean, we had no we had no Pretty much. I mean, we had no we had no audio knowledge on the team before you got involved in Dune. So there was just a lot of stuff I just did not know like details about audio and how digital audio works and stuff that and specifically even how the audio worked in the engine we're using. You knew stuff about it that I didn't know because it was audio related and I just don't know audio stuff. So yeah, like especially right when you first got involved, we did a bunch of work to change things for audio, but that they were all important and made the as a as a specific example of uh of as a as a specific example of uh of something that we just did recently to check. I wanted to know what the actual loudness coming out of GDO was in order to make streamer life easier so that whatever was actually coming out of the Beink uh was at a as a as a decent audio level. So, we dove in to be able to give me kind of readouts for both buses and master buses in terms of what decibel level they're at. So, we could figure out where to set that so that the amp is doing the most nominal amount of work compared to what the actual beink is doing. And, uh, and you flipped that around in like 20 minutes. You were like, "Okay, here's a tech overlay that has decel readouts for you. Enjoy." So, [laughter] um, no, David's here. David's here. The big boss is here. We got to We got to We have to censor We have to censor what we're saying. [laughter] [laughter] No, I'm just kidding. David has never No, I'm just kidding. David has never ever ever censored us and I'm sure he's probably worrying left and right about what's going on over there. But uh yeah, it's good to see you, David. Thank you again. I I don't think you were here but not active last time where I asked everyone to to say thank you for allowing the team members to to do their thing and make such a dope game. And uh if you if you weren't here last time and you've appreciated Duner Winchester, please please give David a thank you shout out right now since he is here hanging out with us. um while I look for another question to answer. Um