Hi Everyone,
As ever huge thanks for all the interest and positive feedback, I’ll try to answer a few of the questions/comments below:
@ number 79, thanks for the continued support and praise of the project, it’s really great to see people like yourself and others so excited about making their own games using sable.
@number 80, and number 83, traps can work really well in an RPG, and a well thought out system can definitely add some really interesting mechanics to a game. we’ve played around with a couple of prototype systems for traps, but at this stage can’t say whether they will make it into the final release or not, so can’t really give any details on them at the moment. We didn’t build a feature for adding jumping over pits into sable, however despite this I’ve actually still seen test maps made where people have still managed to add chasms/pits to jump over to their maps using just the existing sable functions . Personally I love to see this, where people really think outside the box and use their creative skills to find ways in which to utilise the tools of the engine for creating stuff above and beyond what those tools were originally designed for , I know we’re all really looking forward to seeing just how creatively people manage to use sable in their own games.
@number 81, I’ll try and answer some of your questions below:
-if you wanted to specify a specific part of a dungeon for certain enemies to appear in, you could simply add the floor terrains of that particular area slightly different to the rest of the dungeon and then assign enemies for that particular floor/terrain type, this way you would only encounter those enemies in that specific area of the dungeon.
-regarding ammunition this is something we’ve discussed, however this isn’t in the current version, whether it makes it into the later versions we will have to wait and see.
-regarding shops, its possible to create a merchant, they work similar to NPCS in that you can talk to them, you can give them either TTS speech or pre recorded voice lines, but you can also select items they will sell. A feature I really like with merchants, is that you can set their greed level, you set this as a percentage and lets say you set it at 25% it means they will sell everything for 25% more than its actual worth, also they will then offer you 25% less than an items actual value if you try and sell them stuff.
-regarding your question about traveling from one map to another yes this can be done and you can set it so that this can only be done after certain tasks or quests are complete. I’ll demonstrate how this can be done in one of the future videos. .
Again, Thanks to everyone so far who’s watched the videos, we’re really pleased to see so many people enjoying the video series
The Ebon Sky Studios Team
email: [email protected]
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Twitter: @ebonskystudios