Well after a day of being under the weather, I've had a lot of sleep, and woken up with a slight spring in my step. So to begin with; the first Monster based Quest is complete.
Entitled 'the Blue Death', it's the first of 6 Monster themed quests within the mod that you'll get to play with. A simple, short affair, it's full of action (and big, loud bangs) and serves as a gentle introduction to the very extra-terrestrial nature of Fallout Who Vegas.
Yesterday, I managed to get the remaining recipes for the lab in. You'll now be pleased to hear that you can also grow your very own camellia sinensis (Tealeaves) up in the ships (temporarily mapped) gardens. Don't underestimate the importance of a good brew; it helped the Tenth Doctor through his regeneration cycle (could that be a hint?)...
Also, after a brief discussion with Spyduck this morning, we've come up with a most potentially bodacious mechanism to get the Weeping Angels popping up ingame left right and centre, completely unscripted, without clipping through walls or geometry surfacing.
Rather lardy dar eh?
The TARDIS systems are also going through an overhaul. I'll be reviewing the components and damage system in the coming weeks, whilst a new feature has made the roster in the form of 'Comms'.
The TARDIS will now receive junkmail and the odd Quest Transmission through an integrated Comms system on the console's scanner. Here you can view any new messages, or archived ones for old times sake.
You'll generally be alerted to the presence of a new message when inside the ship interior through the TARDIS PA System (think a Supermarket announcement, bing bing bong!), or if inside the control room, a continuous, gentle alert signal.
There's also some other ideas rattling around in my melon at the moment, one of which I ran past the testers who seemed otherwise thoroughly keen to try out. Regeneration by gradual ageing anyone?