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#161


The Doctor and Sarah find themselves thrown into a web of intergalactic intrigue and mystery after the TARDIS makes a forced landing in occupied France. The Nazis are ensnaring Time/Space vessels and amassing a collection of technology advanced enough to change the course of history. But who is the mysterious BENEFACTOR who is aiding the Nazis? What evil foe lurks in the basement? What is the secret of "Excalibur's Glory"? Will the Doctor be able to solve a mystery which will take him from Earth to Pluto to the edge of the Universe and beyond before Time itself is destroyed - forever...?

Find out....





Above are a selection of screens from each of the game's major environments.

Progress report:
Story: 100%
Animation: 70%
Backgrounds: 80%
Dialogue: 70%

Release Date: ETA March 31st, 2008. This release will be the FULL GAME, comprising all four episodes.

Thanks to Chaos4700 for the title "Time Snare" and Cirius for that funky new TARDIS animation.

The Original Demos of parts one and two are still available. Find them on Davidnagel's website here:

www.duckbutcher.damproductions.org

#162
Title of the thread says it all, really. I've got an alternate talking view or two for my main character that I want to drop in every now and then. One is when the character is seated and one is for emphasis. How do I do this? In the command menu it's possible to change the character's walking view until further notice, but I can't figure out how to do the same with the speech view. Any help on this would be greatly appreciated!
#163
Thanks guys, sorted it out.
#164
Hi, first post so don't annihilate me....

Just scripted my first conversation between my player and an NPC. This conversation has more than one outcome - after one outcome I'd like to give my player an item, but the other outcomes should leave them empty handed. I can't figure this at the moment, the only thing I can do is give the player the item no matter the outcome. can anyone help?

duckbutcher@hotmail.co.uk
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