TheIdiot wrote:
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Funny thing, I am currently redoing a mesh for Hammond's house that is not broken

I'd forgotten all about that. How many Town meshes are left to fix?
Well, this specific one is not part of the Island project, but just something I wanted to mock up for fun, with a complete staircase and everything. As for other Town meshes, all?

I am gonna focus on that as the last part probably, or do one every now and then

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Actually, I don't remember any mention of that in the walkthrough. Just a coincidence. The main inspiration for the location came from those real-world images I posted above. There's also a long road leading up the side of the mountain to the house as well, which was somewhat inspired by the road to the crater in TC~Isle.
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*Hammond's house
Hammond's house is a two-story (if at all possible) Victorian-styled mansion. It looms above the village on the top of a small hill. Getting into Hammond's house should involve a series of relatively complicated steps, and that is only the beginning. Once inside, the player needs to look through all of Hammond's junk, and try to figure out what is a useful clue and what is just a gewgaw, knick knack, or doodad. (Incidentally, we will have at least one of each of the latter…)
Hammond's house is surrounded by a high wooden fence. It has no fancy electronic security system, but it is rather frustratingly locked. Breaking down the gate is an option, but it will probably be difficult to bring enough force to bear on it, unless the player perhaps leads a raptor into it. However, part way around the fence, there will be a hollow in the ground under the fence, and several loose boards in the fence. Anne can grab the bottoms of these boards and snap them free, creating an opening which she can proceed through while crouched.
Close enough
