The Big "W".
I don't know why it's here, really.elcome to the Shadows of Time homepage.

This is the official homepage for the video game based on Joseph J. Reinemann's best selling book series "Shadows of Time." Here you can find (mostly) up to date information regarding the production, status, and release date of this highly anticipated game.

 

Cool Herbert Style Control Panel Thing!  And yes, it does count as being part of Shadows of Time.

11/8/04:
Well the gaming industry is going to be seeing one of the most anticipated releases of the year tomorrow.  Yes, that's right, "Super-Green-Thing Spelling and Math".

If you would all put down those two-by-fours now it would be greatly appreciated.

Unfortunately, here at Time's Shadow Productions we are still reeling from the fact that we have now lost our fifth coder.  Perhaps referring to them as coding consultants is just asking for trouble, I don't know.  Personally, I just think that the coding division is cursed, possibly from an ancient spell put on it by our initial lead coder. 

Well, we'll probably survive.  And if not, we have the addresses of half a dozen coders, a car with a very large trunk, and five rolls of duct tape. 

Sadly, we have no new screen shots as we have temporarily switched all our efforts into developing the parser for the scripting language, as well as the language itself.

The good news, however, is that the decision has been made that we expect to have a playable demo by the holidays.  Dialog recording for the demo will begin shortly, just as soon as Ty and I come to an agreement on when shortly is.  I am of the opinion that shortly means any time now, while Ty is of the opinion that shortly means when he's whipped his computer back into subservience.

Cool Herbert Sytle Control Panel Thing!

9/28/04:
Okay, technically this really isn't that much of a leap from the last update, but I just had to show someone this, our first in-game footage.

John's lost… again.

I think we would all agree after seeing that that THIS GAME IS GOING TO MAKE YOUR EYEBALLS EXPLODE.

Cool Herbert Sytle Control Panel Thing!

9/24/04:
Well, to be honest the only new thing is the fact that we do have the full engine now, and we got a new coder, but I really doubt any of you are interested in reading about that.

I would mention the rendering progress, but that's really just putting extra layers of polish on what we already have, so that also isn't really news.

But, we do have to make a confession.  We've starting doing product placement.  To see the advertisement for our <cough> "benefactor" <wink> <cough> <overdoing it a bit, aren't you?> just click here and enjoy.

We'll have it up on the downloads page in its proper place as soon as one of us gets around to updating it, in the mean time enjoy the new, improved WMV version of the trailer.  This one actually has all the correct colors/sizes/text. 

Cool Herbert Sytle Control Panel Thing!

9/14/04:

It's been a while since our last update, and shame on anyone who failed to notice.

 

First off, what do you think of our new layout?  I know, most of you (perhaps all of you) can't see it right, but we're still working on it.  Unfortunately for you, that may take a while, because much of our attention as of late has been devoted to (drum roll please):

THE ENGINE.

That's right, we have an engine (well, almost) and have begun experimenting with putting models in it.  We're very excited with what we've got so far, particularly the fact that the cinematic-quality models can be used in this engine.  Some of these things are near-photographic quality; our expectations for the graphical splendor of this game have just gone through the roof.

 

Speaking of which, here's a screenshot of one of our environments:

Click here to drool on it.

 

 

 

6/30/04:

Good news: The trailer is now up!

 

Well, at least in WMV and Quick Time format.  I know the quality isn't that great, but my computer has been giving me some trouble with the original file, something concerning different file formats I think, and sadly these were the best I could do.  The Quick Time format is bigger and understandably has better picture quality, while the WMV file is small.  Very, very, very small.  So, if anyone out there is still using a 2600 baud modem, that's the version you want.  You also probably want a new modem.

 

As for development news, progress is being made on the character models for the prologue and the rest of the game.  Hopefully, soon we'll be able to use some of those models to produce a characters page. 

 

I would show you a picture of the John Roley model, but I figure it would be better to wait until I do some texture work on it, perhaps make him look less shiny.

 

Ah well, enough of that for now.  Go and download one of the working versions of the trailer.  Then feel free to warn Ty just how bad the sound quality is to prevent him from going into shock when he finds out what happens when he leaves an author alone with a microphone for just one month.

 

 

 

6/24/04:

 

Well, as you can tell, we finally updated the website.  We now have a book history page and a downloads section which advertises a trailer that is almost, but not quite done.  Rest assured we'll do our job and provide lots of self-promotion once it is.

 

Work has slowed down a bit for summer, but is still progressing.  True, our lead coder has his computer stolen.  True, our lead modeler has been spending his time being urinated on by cows.  True, all we can say about our lead artist is that he is probably somewhere in the US in his car, though we can't be positive about the first one.  And true, our vastly intelligent, handsome, and overworked writer is juggling two works at once.  But we're pretty sure that we can still get something done over the summer.

 

Hey, at least we have a cool trailer.

4/28/04:

The biggest development on the project this week was that we fired Bill.

Unfortunately, we then realized that we had made a horrible mistake and an enemy of a very, very dangerous man, and rehired him at ten times his previous salary.

Since his previous salary was approximately $000.00 per week, this did not stress the budget nearly as much as it could have.

Work began on a new part of the opening cinematic, and while we are still in the pre-production phase of most of the game, we have begun the work necessary to finish the opening cinematic, and with the progress we have made on the engine we hope to have a playable demo or an extremely impressive trailer available on this site around this time next year.

Until then, we will be posting new screenshots, wallpapers, videos, and updates on our progress for all six fans out there.

Also, if you live in the Madison area and are interested in helping, feel free to contact us, as we would gladly accept whatever you can bring to the project. If you know how to use Caligari's trueSpace, or are a voice actor who would be willing to work pro-bono, it would be even better.

Anyone else who knows trueSpace and feels that they might be able to assist over the internet, contact us anyway, and we'll see if there's some way you can help.

 

 

E-mail Ty: Lead Sound And Voice Acting Consultant
E-mail Joe: Main Leadership, Writing, And Ownership Consultant

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If you succeed in contacting someone who isn't a consultant, could you please e-mail us to tell us who they are?