You have this horrible off on flicker. Depends on the games. I wanted to emulate this. And I remember when I first had this idea, I was like, is this going to cause problems? And one of the first things I did was message Nick as also the tech support for Multimorphic and the manufacturer of the Drained Playfield module and ask, if I do this, are people going to think their game is broken? Because I wanted to mimic this effect. And you encouraged me to go forward with it and are happy to field customer questions if they think their playfield GI is incorrectly dimming. And you can turn it off, but what I do is, it's actually not hard at all to do within the game. I just find a listener for the switch or the flipper button and I enable a light show which does a very subtle dim, which you can control in the settings how much you want that dim to be and how long you want that dim to be. But each time you flip the flipper buttons, it just sort of does this very subtle dimming of the top playfield light. So on the P3, it has a strip of LEDs across the back that shines down onto the playfield. The defaults on the game right now are tuned such that if I'm looking, I see it. But if I'm looking down at my flippers, it's not enough of a flash to distract me. The defaults for my ambient light in my room are kinda tuned just right for this. But there's a bunch of these like attempts to be as true to EMs as I can within the game. What was your biggest challenge in programming the game? This game came together remarkably easy and also then a lot of detail after that. I had the prototype of this game is now playing basic target pool rules took me about two days to implement. I remember just sort of starting it and then I sent Nick a picture being like, look, I have target pool on my drain. And that took me about two days. And now it's taken me about three months to get from that point to where I am on release. But I think the most challenging part and I'm still not 100% sure I've got it right, is trying to create that I did my best to try to make sure that the callouts were not repetitive. I tried to create a realistic conversational callout interface. Have it fill the void of silence, have it not sound repetitive, have it not sound artificial. And that has been a new challenge, a unique challenge and hard to get right. I am very locked in to a few ideas on what I want the callouts to sound like, I'm at odds with my beta testers and various other people playing the game who get confused by my callout, but I'm 100% committed to these jokes going forward with them, even if they're going to confuse the players. Was there anything that was easier than expected? You mentioned the rapidity with which you were able to get the basic rule structure in place. And aside from your experience and your expertise and the fact that you've already put out another game on the platform commercially, I would say part of that is also the strength of the SDK and the ability that I built into Drains Playfield module to allow you to build those games. Is there anything that was easier than you expected once you started making this game? This is different than Birdwatcher in that Birdwatcher was timed. So this is the first time I've done a proper four player game, five ball game. You know, there were a bunch of little things that the base SDK mostly just took care of that I was quite happy about. Things like how do I deal with dangers and warnings and put that into the game, making sure that the ball advances between players and all of that will just work out. For the most part, that all just worked out really smoothly. Drained was a relatively simple module to work on compared to some of the others. There is no state change in the mix within Drained. So you don't have to worry about like setting your diverters via shot paths to the correct way. You know, there's nothing as complicated as trying to use the crane, which I'm still too afraid to actually try to do and various things like that. The Drained is like very clean and simple. John Papadiuk, Black Water, person's name or role at Stern Pinball), or Well, that's all for the video. We've talked about different electromechanical games. Target pool, of course, has been referenced, and yes, you are correct that that was an inspiration for the curved target portion of the layout of Drained. It diverges from Target Pool quite a bit in the actual angles of those targets, and then the angles of the upper slingshots. And of course the fact that there's no ball arch to drop the balls in to one of two controlled lanes in Targetpool. But that was the base inspiration. I love the curved layout at the top and it's something that we haven't seen in pinball in a really long time. So I wanted to bring that back for Drained. Now as far as electromechanical games though, Targetpool, Golden Arrow, what are some of your other favorites? So I own a Prospector, a Fireball, a Centigrade 37, and a Woods Queen. I like to have a lot of variety in my collection. I like to sort of survey all manufacturers, survey all games from that perspective. Like Target Pool is a favorite game of mine. It is a tournament favorite game of mine. As far as two inch flipper games go, a two inch flipper game with although giant slingshots, a very traditional kind of Italian bottom. For some reason, that John Papadiuk, Black Water, person's name or role at Stern Pinball),a ramp shot title or abbreviation for Retro Atmingham, I love the double spinners on that. I love the Sagasa. Scoring reels are just so smooth. And when you get that click over on the spinners, they're really rewarding. You know, I enjoy oddball games like Doodle Bug because it's just fun to get the Doodle Bug going with a massive point total and watch your game roll over a bunch of times. I like weird games that have like one shot that you repeat over and over again, like Butterfly or Gay 90s because I've had I ended up in tournaments where I was able to do that one shot over and over again and because I did well on it I then enjoy those games even if they're massively filled with flaws. So generally speaking I like most games. Unlike most collectors I would say I don't favor GoT. I tend to favor Williams EMs from a play standpoint. I thought how their flippers play which are spongy and weird but I like them and the games like Sagasa's which are essentially Williams games. Important to the title of this podcast, have you ever played a bingo pinball? I have never played a bingo. I don't know if I've ever seen a set up and functioning EM bingo in my life. I've seen photos of them and I've seen them At the fleetmarket at Allentown? Well, we'll have to change that one day. Hopefully we can meet up and play some bingo pinball together. Let's talk about the blood bank, though. This is a major divergence in rules from the rules of TargetPool. You're not just completing the rack. You're also trying to achieve the secondary goal more than just the points. But there's a specific thing that you can achieve through the blood bank. And so I'd like to talk through your process John Papadiuk, Black Water, person's name or role at Stern Pinball), or I'm well aware that the P3 has the ability to track the location of balls using the infrared grid. So you can track the location of the balls on the screen. And when my development process, I tend to think, hey, it would be cool to try blah, and then just go off for a few days and see if I can come up and make something work. And here I'm like, blood, I'm doing this blood themed game. I want to splatter blood So, let's get started. So, we have a little bit of a little bit of a video here. So, we're going to start off with a little bit of an introduction of how I started my goal of making a game called Splatter Blood. And originally, my plan was, if this works, I'll make it default off and then people will have to opt into it. And now I'm actually thinking it's pretty cool. And we're just going to default it on and people can opt out if they don't like it. So I started from, I want to splatter blood and I wanted to splatter blood in such a way that blood went onto the screen, and then as the ball rolled over the blood, blood would The game is based on the Game of Thrones which is a series of games in which you play with your favorite character and you play a game where you have to pick up a pole from the other side of the screen after you get on the ball and track a trail of blood further onto the screen And I actually played with a similar idea on my previous prototype EM game My previous prototype EM game actually got dirty As you played it it would keep track of sort of voxels of where the ball was going and it would build up dirt and start getting muckier and muckier in the spots where the ball was actually going more And so I wanted to kind of do a similar idea to that My first attempt at this was okay when you hit the blood target it going to put blood on the screen Then I going to create like a little pool and I create a I'm going to go ahead and do a little bit of a circle and when the ball goes through the circle, I'll sort of track the direction it's going and draw a trail from there. And there was two problems with that. One is it looked really weird, so I had the blood sort of splattering straight up out of the insert on the screen, like the graphical insert, but it didn't really make sense as to why the blood was splattering that way. And then the tracking going through that circle was far too small in the least sensitive area of the playfield possible to really be a good trigger. So I ended up refining that to be, no, no, no, what really happens is when you hit the standup target, blood splatters out of the standup target. And the spread is way too narrow for what would really happen, but that's the idea now. So it's now splatters forward onto the screen. I still have the implementation of the ball will leave a trail but instead of it leaving a trail when it travels through the blood on the screen what happens is as it reenters the screen from hitting the target it is as if it has blood on it and I track the direction that it is moving when it first enters the screen after a target hit and draw a linear path at that point and it's accurate enough that I think it fools the player into thinking that the ball left the trail. I'm not sure if I'm accurate enough that it actually isn't the path the ball took, but it's close enough. And you asked about how that influenced the rule. So this comes back to my beta tester group is Derek Mutterfutter on the discords and the Twitch. And yourself. And from the very first build, Derek was like, I want something for the completely the build bank. And I told him no many, many times. My first implementation of the blood splatter, I just had the blood fade after a few seconds. I'm not sure if you can see the screen, but I'm going to try to keep it consistent over the length of the ball. Once I got that effect to work well, now you start filling your screen with all of this blood. You can tell which targets you've hit because there's blood splatters on the ones you've hit. I'm like, okay, now that I've done this effect, you really do need to get some award for filling all of this. That's when I went back and said, okay, what can we do? And I was torn a little bit to be accurate with the EM type era. I actually kind of wanted to go with a special. I actually wanted to do a replay on completing the bank. It was a little too easy and I didn't want to bring the side targets into play. And I also wasn't sure if modern operators are okay with objective based replays, even though I would have allowed them to turn up and put it to points. So extra ball seemed like the natural thing to do from there. So I introduced an extra ball rule so that if you complete the entirety of the blood bank, you get an extra ball. And then thematically, I will give full credit to you and Derek for talking it through with me where we came up with this concept of you draining the targets. So the inserts go from red to white when the blood's been drained out of them and splattered across the playfield. The gooey inserts on the John Papadiuk, Black Water, person's name or role at Stern Pinball),a ramp shot title or Tim Pantek, I'm a member of the testing team. Thank you very much for trusting me to take a look at this gameearly and provide myfeedback. When did you realize that thisgame was ready for external testing, and how did you goabout that? And did it differ from yourprocess for Birdwatcher? I brought people in fairlyearly, and by people I mean yourself andDerek, which is two people. This was very different in a lot of respects, and I think that the changes that we've made I think that the changes I've made as a result of the testing is very different than Birdwatcher. Birdwatcher was a pretty complete concept. Whereas this concept was Target Pool. That was the concept. The elevator pitch is I'm implementing Targetpool, but I want it to be more than that and not just a copy. I kind of wanted to get early feedback on is anyone going to want this? And you were also a terrible beta tester in some respects. um but if we compare them toール Swift to over the 67, overly às Overwatchcer quantity Spanish no of an imire accgate our Damon on the end of my I wanted someone else to be able to get some feedback from them. So one, I have a more limited pool of people to draw on because I know some people who own Drained. I don't know all of the people who own Drained. I only know the people who have sort of publicly stated that they own Drained. And sort of the trust relationship of bringing someone into beta test is you want it to be someone that you can actually trust with this process. I came to asking Derek because he spoke I think the game is really highly bedrained. The module itself, the game, was enjoying it a lot. He was a great supporter of Birdwatcher. I know him from the tournament scene and he was totally on board with helping me out and he's provided me with a ton of great feedback. As I said, Birdwatcher, there were changes that came through the beta testing process, but I don't think there was like big changes that came from this. I almost feel like I owe you both design credit, not just beta and spester credit on the game, because I think that the rules and a lot of what's happened has been a lot more back and forth and very collaborative on getting to where it is. And the game has changed more than Birdwatcher did in a lot of respects, and sometimes in like annoyingly big ways. So the way the game used to work was that I followed what I considered to be the standard of electromechanical games, which was to have a rack of inserts, so to speak, that were off. And when you hit the ball, it would turn on the insert and then you'd complete the rack by filling the inserts. And so with my 3D models of the balls, I sort of had them in a ghost version. And when you hit the ball, it would become a solid version within the rack. I had a friend of mine over to try the game. And his first feedback to me I'm like, well, that's because that's how everyone does it on their back glasses or their playfields, but they weren't using 3D models and they weren't doing all of these things. And so I swapped this around. And so the way the game works right now is the balls are start in the rack solid on the table. And when you sync them, they get taken away. The reason I described this as slightly annoying is because the balls are not in the rack solid. The reason I describe this as slightly annoying is because this was literally a two line change in my code. So that was not hard. But I felt I was fairly deep in the process. And so I spent three days cutting together a trailer, which once I changed the visuals to be reversed, I had to throw out both that video and redo it. I have redone it. So hopefully there aren't any other changes before on the feedback. But it seems every time someone plays The game there is more feedback which I take into consideration and some of it I will change and it will make the game better and I have some other changes from the state of the game today versus what I expect to launch that are still up and coming. Very good. As with Birdwatcher, Bloodbank Billiards has a release trailer and you mentioned that you had been putting that footage together. In it, a three-dimensional neon sign is shown. This sign doesn't appear in the game. Can you tell us how the idea for this neon sign came to be and about the creation of the model? I wanted to create something that gave you the sense that this was a real place. Nothing in my environment in the game really tells you this is the blood bank. And for the trailer, I was just like, well, what if I made a sign to put outside the store? And it was sort of like, this is the blood bank and it is open. And I just kind of wanted to explore whether I could make a realistic looking neon sign in Blender. And so I looked at a bunch of YouTube videos and found a tutorial where someone showed how they created a neon sign by basically taking a font, text, on This might be throwaway, but I'm just going to spend a day making a neon sign in Blender for no reason. And then once I had the neon sign in Blender for no reason, I decided to create a backstory intro for the trailer and end with it showing that Blood Bank is this place and it is open. John Papadiuk, Black Water, person's name or role at Stern Pinballשוב and estavam $199 in the Multimorphic Store. I'd highly recommend any drained owner or EM enthusiast to add this game to your collection. Thanks very much Ian for your time and for talking about Blood Bank Billiards. Ian Hamilton Well thank you very much Nick. My full expectation is that at the time this drops this coming Saturday I will be streaming this game on Buffalo Pinball. Tune into Buffalo Pinball for the reveal stream of Blood Bank Billiards. Nick Fantastic. Well you know I'll be there. Thanks again Ian. Thanks again, Ian. Thank you very much for listening. My name again is Nick Baldridge. You can reach me at 4amusementonlypodcast at gmail.com or you can call me on the bingos line. That's 724-BINGOS1. 724-246-4671. Thank you very much for listening and I'll talk to you next time.