Ahoy folks, got a mini technical question as to how we plan on directing peoples attention to particular details in their surroundings... I bring this up because in light of the awesome script which Kent has been so wonderful to write... No one will really look up to see the platforms going squish. So how do we want to present it? Would it possible to make mini cutscenes where the engine takes over to force the camera where we want it to be? There are a few other alternatives I can think of as well, but in terms of the boss dying and then the little micro-quake occurring immediately after. Even if there is a small pause after combat ends before the earthquake appears there is still the ultimate problem that all 3d game development companies have had: making the player look UP. There are multitudinous other ways to doing so that don't involve taking over the players control of the camera which should also be addressed. If you've got an idea I recommend you make it as difficult as possible just to make those silly code monkeys work. :P For consistant presentation of the game I think we should probably hash this out with some immediacy and might even be worthy of a milestone entry. Those are my thoughts. Feel free to leave some input! -Wurmz