Hi Everyone,
Thanks for all the posts and positive comments. I’ll answer below some of the questions which have come in. my replies are not in order of the posts, since my reply to number 387 was longer than the rest, so I put that response at the bottom, to save people having to read through that first before they could read answers to their own questions.
@number 388. Thanks for the post, really pleased to hear you are excited about the project, hope you’ve enjoyed all the videos. Regarding distribution, its just a little too early to confirm details on that at this stage, but once we are nearer to Sable’s release we will be able to confirm the finer points such as distribution. What I can tell you now though, is that our first game title Crimson Eclipse which will be completely created using Sable will be a stand alone game and will not require you to download Sable to play it. Regarding party member details, such as names gender and description. As a creator you can specify whether you want your game to have set characters, where you the creator will decide on names, class and gender for each party member and the player can not change these. It is also possible though to set your game up so the player can pick their party, so the player can pick name, class and gender for each party member. You did mention descriptions, at present its not possible to give starting party members descriptions, but if you meet NPC’s which join your party mid game you can give these descriptions.
@number 389. Pleased to hear you liked the sound clip feature in the latest video. As for previous maps I’ve built, although I have created loads of maps for testing, they normally aren’t very well planned out as I just build them as I go, without any real pre thought as to the end result, so the end test game is often quite random, so I’m not sure they would make good video show cases of what sable is fully capable of. I think at some point showing off radars and more navigation systems would be a good idea though, I’m just not sure if we’ll save this for a crimson eclipse video demo (sorry I don’t know when these will start) or whether we’ll show them in another Sable video.
@number 387. Pleased my radar descriptions made sense yesterday. I think good navigation tools in audio games are essential. I really like the radars in AHC and in manimun 1 (it’s probably the same in Manimun 2, but I’ve been so flat out working on sable I haven’t gotten a chance to try the second one yet). I also really like some of the techniques swamp uses too. I think what is nice with swamp and one of the things that makes it so immersive is you can run around freely outside without getting lost or bumping into walls all without even having radars turned on. I think in Swamp the maps are very well designed , with lots of points of interest and audio queues throughout the maps which allow you to quickly get your bearings. The other feature I like in swamp is that when you get near a building, it announces that building before you actually reach it and also says which part of the building you are at too (i.e. behind the supermarket) which allows you to quickly orientate yourself and avoid actually hitting walls and again all without radars on which is really impressive. I actually added something similar to buildings in Sable. So when you place a building in Sable it automatically places an invisible perimeter around the building and when the player gets within a few steps of the building it will announce the building and which part of the building you are at (i.e. behind the inn). In this way much like swamp it should hopefully allow people to not only orientate themselves in maps but allow them to run around and avoid ever hitting a building wall even if radars are turned off. it’s a feature I really like, but I’m not sure I’ve shown it in any of the videos, it’s possible at some point in the earlier videos it might have said in front of the inn, but I’m so used to the feature now I probably forgot to point it out . As for the NPC sound clip thing, pleased you liked the addition. I’ve built the function into the object editor tool rather than clutter up the npc creation tool , since it’s probably not something everyone would use and almost definitely not for each voice line so didn’t want to add unnecessary options into the actual NPC creation tool. So once you’ve place the NPC, bring up the object editor tool for the NPC (currently shift and o whilst at the object in question). If you’ve given the NPC TTS voice lines the bottom option in the editor is called sound bites’. Once you click this you are presented a submenu with three options. 1. Add new sound bite, this gives you a list of the current voice lines, once you select one you can then select a sound bite to go with it (you can add different sound bites to each voice line, or just specific voice lines). The second submenu option allows you to view existing sound bites already added, this shows all the voice lines and whether they have a sound bite assigned and if so which sound bite. The final submenu option is looping, here you can select whether the sound bite should loop or just play once (since I imagine there will be people or situations where people want one or the other). The limitation with this final option is its either set to loop or not, and this setting applies to all sound bites for this particular NPC. so you can’t have say the sound bite for line one loop and the one for sound bite 3not. You can set it differently however for each NPC, so you might have one NPC where sound bites loop and another different NPC where it doesn’t.
Paul lemm
Ebon Sky Studios
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