To be honest I'm more interested in the setting than the getting.
Play time / speed always feels a bit messy to me. It is often linked to performance, slowing down as performance drops, causing a given animation to play at different speeds over different lengths of time on different systems or situations.
I prefer to drop frames and jump to where it is supposed to be based on actual time elapsed against an objective rate than to mess about with adjusting subjective play speeds under changing performance.
Maybe this is already delinked in agk, I will have to do some playing about.
Basically though, I was hoping to just reuse my existing dbpro animation handler built around frame numbers without having to make significant changes to my handler and modeling process
http://games.joshkirklin.com/sulium
A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.