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The Last Child of Gallifrey [WIPz]


Demeggy

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I really felt for David at the end when he said; "I don't want to go!"

 

I guess I will just have to get used to the new guy....maybe.

 

Speaking of who geekery...Wouldn't you keep a spare part in a jar laying around for just such an emergancy? After-all, it worked before.

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*SPOILERS* *SPOILERS* if you have not finished point lookout then dont read the following *SPOILERS*

 

 

 

 

 

 

in the current tardis mod that i have, i even keep the piece of brain in a jar that you get at the end of the quest as a substitute for the severed hand since you cant get one of those.

i put it under the console and everything lol

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If you guys are talking about a certain hand in a certain jar... yes, it does make an appearance, but not until the third release.

 

Right, updates:-

 

- Finished scripting the dialogue for the main quest

- Finished the layout of the mysterious Sector 42 vaults

- Incorporated some new Who lore into the vaults, keep an eye out for mysterious side projects of the pre-war UNIT organisation...

 

I'm going to spend the afternoon tidying up the quest before I start reworking the flight script and adding a few tasty effects.

 

Opinions though... I've snippeted various music samples from the series with eye of using them ingame at certain points. Opinions? Would music detract from the game?

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If you guys are talking about a certain hand in a certain jar... yes, it does make an appearance, but not until the third release.

 

Right, updates:-

 

- Finished scripting the dialogue for the main quest

- Finished the layout of the mysterious Sector 42 vaults

- Incorporated some new Who lore into the vaults, keep an eye out for mysterious side projects of the pre-war UNIT organisation...

 

I'm going to spend the afternoon tidying up the quest before I start reworking the flight script and adding a few tasty effects.

 

Opinions though... I've snippeted various music samples from the series with eye of using them ingame at certain points. Opinions? Would music detract from the game?

 

 

I think that good background music makes a good mod a Great mod. Remember the sceen with "Here Come The Drum's!".

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Wait, so is release one before reawakening the TARDIS?

 

Oh, and some things i'd like to see:

-Murfy's tardis was extremely bugged. Companions would ALWAYS get stuck under the console. Put some sort of invisible wall to prevent companions from getting stuck, or fix whatever causes it.

-Realistic travel, involving using controls like the vortex loop, rather than just pressing a button. (Fairly sure this is already put in)

-Travel to random locations. Probably VERY hard to implement, but I guess you could randomly pick a location with the current system.

-Make it easy to add on to, making random DW themed adventures is something that'd probably get me in to modding.

 

 

Anyway, I know scripting, mapping and modelling are very difficult and take long amounts of time, but can we at least see some new teaser material?

 

Also, if there's anything I can do to help, just tell me.

 

 

 

Good luck!

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heres a little something i took while playing the sims 2. as you can see i even downloaded a tenth doctor costume

 

REGENERATION

 

yeeeah... that would be myself and a chap called Matthew Sire who worked on that Sims 2 mod ;) Along with the TARDIS and others :)

 

 

Wait, so is release one before reawakening the TARDIS?

 

Oh, and some things i'd like to see:

-Murfy's tardis was extremely bugged. Companions would ALWAYS get stuck under the console. Put some sort of invisible wall to prevent companions from getting stuck, or fix whatever causes it.

-Realistic travel, involving using controls like the vortex loop, rather than just pressing a button. (Fairly sure this is already put in)

-Travel to random locations. Probably VERY hard to implement, but I guess you could randomly pick a location with the current system.

-Make it easy to add on to, making random DW themed adventures is something that'd probably get me in to modding.

 

 

Anyway, I know scripting, mapping and modelling are very difficult and take long amounts of time, but can we at least see some new teaser material?

 

Also, if there's anything I can do to help, just tell me.

 

 

 

Good luck!

 

As for Murfy's bug, this was a simple navmesh issue, rectified way back at the start of the mod. As for random locations, there's 25 input atm, with potential for more.

 

And yes, there is a flight procedure to follow instead of just hitting materialise. :) Cheers for following though, Ill update some point later in the week.

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