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  • Author Author: tariq.ahmad
  • Date Created: 8 Mar 2017 6:32 PM Date Created
  • Last Updated Last Updated: 7 Aug 2017 9:48 PM
  • Views 701 views
  • Likes 3 likes
  • Comments 0 comments
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Mini Pinball Kit

1.  GETTING STARTED

    • Discuss original idea / episodes (use footage flashbacks)
    • Talk about what we liked / didn’t like
    • Why we believe it’s a good project
    • Map out project goals / major design challenges
    • Design drawing and sketches
    • Order in sample MCU’s and solenoids
    • Decide major parts and begin sourcing:
      • What is the minimum # of mechs we can design to achieve a game?
      • Is this a kit? What’s the target cost?
      • What scale do we want to use?
      • Is the design generic, and buyer adds a theme?
      • What is the skill level to assemble?

 

GOAL: Create product roadmap & design spec

 

2.  CHOOSING A MICROCONTROLLER

    • What does the system need to do?
      • 1 channel SFX
      • 1 channel music
      • Video? LED? LCD?
      • What’s the cheapest way to display information?
      • Do we use the Teensy 3.0 like before or is there a better, cheaper option?
      • How do we make this as user-configurable as possible?
      • Experiment with several MCU’s, then order more of the one we like best

 

GOAL: Find the right MCU and starting sourcing for production.

 

3.  DESIGNING MECHS

    • Probably a multiple week project
    • Can we design a “uni-mech” that can do everything?
      • Flippers
      • Load balls
      • Pop bumpers
      • Are these mechs injection molded?
        • Where can this be done?
        • Does a hackerspace has an injection mold we can try?
        • Can we get help from designers?
        • Things to keep in mind for injection molded design
        • Sourcing small solenoids / motors

 

GOAL: Design 1-2 mechs that can do everything, to limit manufacturing costs.

 

4.  KERNEL & LIBRARIES

    • (Certainly multiple episodes for this)
    • Wire up a prototype board for testing (will design a PCB from this)
    • Write libraries for users that do the following:
      • Speech and music calls
      • Switch detection
      • Solenoid and light control
      • Scorekeeping and rules
    • Write a base kernel that will cycle through games
      • “Borrow” from other pinball projects?
      • Comment it well so users can create one
    • Once kernel written, do a walk-through of how to create rules (screen cap sessions)
    • Make a sample game like “Super Space Shuttle”
      • Walk viewers through how to code the kernel
      • Obtain graphics like end users would (FedEx/print shops)
      • Show how to create audio assets using something free like Audacity.

 

GOAL: Have a code base that gets a machine flipping.

 

5.  PCB DESIGN

    • Based off MCU and display, design the smallest PCB we can.
    • Layout connectors, then MCU, then power/batteries.
    • EAGLE tutorial, mostly a screencap episode.
    • If we have a protoboard, then we can design PCB while doing other things.
    • Send off for test PCB’s from China (takes 2-3 weeks) or a e14 prototype vendor in US.

GOAL: Have a working PCB that we can price and use for the prototype.

 

6.  PHYSICAL GAME DESIGN

    • Decide what size and scale the playfield will be.
    • Design a casing around it, that can be assembled from a flat pack like Ikea.
      • Have “modules” where you can move around base components such as pops or toys.
      • Make game easy to configure.
      • Implement the mechs we designed into game.

 

GOAL: Have a machine that plays complete games.

 

7.  CREATIVE DESIGN AND KITS

    • Think of a fun generic theme to put on game.
    • Start with a blank slate (as a buyer would) and work up from there
    • Module and art design.
    • Do a walk-through of how to create rules (screen cap sessions)
    • Make a sample game like “Super Space Shuttle”
      • Walk viewers through how to code the kernel
      • Obtain graphics like end users would (FedEx/print shops)
      • Show how to create audio assets using something free like Audacity.

 

GOAL: Have a complete game, like Super Space Shuttle was.

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