Hi everyone,
sorry for the late replies, just been pretty non stop over the past couple of days. I was invited to do a live stream interview last night from #BlindGamerGeekOut on his YouTube channel, which was good fun, a big thanks to him inviting me on And giving me a chance to talk about Sable. I’ll answer all the questions which have come in below, since my reply to defender regarding business plans and Sable is ridiculously long (I’ve obviously had far too much caffeine today hahaha) I’ve put his reply at the bottom. The link to the interview video is below if anyone wants to check it out, don’t forget to drop the video a like if you do watch it. link below then answers to questions below that:
https://www.youtube.com/watch?v=Z_36BMGNCgA
@Firence, I actually really like the concept of environmental sounds, which would play at random intervals throughout the battle.
@Burak, it was a conscious decision to remove map ambience sounds from a battle, just as the music changes and the focus becomes less about exploration and more about the fight, sometimes having ambient sounds can drown out the battle, or feel out of place, like if you had some really nice relaxing birds chirping away in a tree right next to you, and suddenly some giant dragon attacks your party having the birds there happily chirping away without a care in the world to the huge twenty foot dragon doesn’t really fit the battle environment and in real life (if dragons were in real life hahaha) the birds would have long since disappeared once they saw the dragon coming. Would be really interested in everyone else’s thoughts though, would others like to hear the map ambience continue to play when a battle starts, maybe just the ambience track but not panning sounds, what are everyone’s thoughts?
@dungeon diver thanks for the suggestions, they are good ideas. The monk one could already be done. You could set that ghosts were immune to all except one attack type, let’s say necrotic , you then create an ability the monk learns at a certain level which deals necrotic damage, that way when the monk learns that ability they could cause physical damage to ghosts
@pates, teleporting is already possible in Sable, you could use either transitions, sized transitions, fast travel points or the event trigger move player. All of those will give you the ability to transport/teleport a player to a different location on the same map or a different map. Regarding running and jumping, as Bryan P mentioned, this isn’t a very common mechanic in traditional turn based RPGS, occasionally you might want a player to leap over something , but this is fairly rare. However, With a bit of creative use of sables tools you can create pits to jump over or swing across. I demonstrate this in one of the most recent videos on our YouTube channel called ‘sable some extra features, part 1 shows how I make it, part two is a play through where you see it in action and the character swings across the pit Indiana jones style with a whip
@threeblacknoises, regarding your river query there isn’t at present a tool to allow you to create a panning sound which stretches over a large area. It’s one of the things on my additions list, I’d like to create something similar to sized transitions , but for panning sounds so you could spread one out over a large area. At present though you would just need to place panning sounds at various points in your river, you wouldn’t want to have them all right next to each other since it would probably make your river sound more like wild white water rapids than a gentle flowing river hahaha. Regarding your bug you mentioned, this shouldn’t be happening. If you load a map directly from the load project or load map it will take you to the last place you were when you saved last on that map, if you enter a map from a door on another map it will automatically take you to wherever you placed the exit to that door. Doors in Sable store the location data of their corresponding door and move you to that location when you move there. Can I ask did you maybe have a door in the place you were moved to , but maybe you had deleted the exit to the door? If not if you can email me your project I could take a look
@defender, thanks for your kind words, I’ve worked in the customer service industry for the past twenty years plus run my own recruitment business which is an industry very customer focused. I believe customer service should be at the heart of any business, the product is always for the customer and its all of you which will be using either our games or engine, so each and everyone’s opinions, thoughts and suggestions are all hugely appreciated and that’s why I take the time to ensure (even if it takes me a while sometimes hahaha) to answer each and every query which comes in, or ensure each and every issue someone is having is resolved. I’ve even taken the time to skipe call a couple of individuals who were having issues with Sable and walk them through to get them all set up and going. So I really do appreciate your kind words and that people are happy with my style and level of communication so far, hopefully people have found it a great customer experience so far. As for your questions regarding Sable, I think you are right there is a little confusion over Sable, I think this is because we haven’t given release dates or pricing strategies for Sable, I also think the talk of Sable being a prototype or proof of concept has also added confusion, which is why I often don’t mention that fact. Hopefully I can take this opportunity to explain the plan for Sable and our games going forward, to give people a better understanding of our road map. The current version of Sable is only in the alpha stage of development, my plan is to spend all of next month fixing bugs which have come in, looking at suggestions and adding the last couple of features to make Sable ready for our first game title. our private testing team will continue working alongside us next month, testing any bug fixes or new additions/changes which are made. our plan is to create our first game title Crimson Eclipse using this current version of Sable, this gives us a chance to fully show case what sable is capable of and allows us to road test Sable and make fine tuning adjustments where necessary. Crimson eclipse will be a paid game, although there is no release date or official pricing set out for this yet. once the Sable alpha testing is complete we can shift our focus more onto crimson eclipse. once we have more details regarding Crimson Eclipse the game design team will be sure to share that information, you can always follow us on social media to stay up to date on news and updates. Once crimson eclipse has been released and we have made any necessary adjustments and fine tuning to this current version of sable we will release a beta of Sable for people to test. all going well we will then release a full version of Sable (the current BGT version). We don’t have a release date for this yet, regarding pricing strategies for Sable, we have various business model ideas in place, but which one we use is really all dependant on Sables success up until that point, there may be a small charge or we might go the route of charging only if people want to release a game, again at this stage it’s just too early to say and we don’t want to tie ourselves down and commit to anything regarding pricing when we are still only in Alpha and before we’ve even road tested sable with Crimson Eclipse. Once Sable is in its beta phase we will be in a better place to make concrete decisions regarding pricing strategies. Regarding a second version of Sable being written in a new language this is really all dependant on the success of this first prototype, obviously if people don’t like it or it’s not popular then we wouldn’t re write it in a new language , since if there is no demand then we obviously wouldn’t create a second version . As a developer, I’d love to take all the ideas and suggestions and build a bigger and better sable, but again that all depends on whether there is enough demand for such a tool, it’s a big project that will take a lot of time and Ebon Sky Studios has four members so it has to be viable too. By releasing the current version of Sable as a full version it will give us an indication as to how popular a set of tools like this is, plus it means whilst we are busy working away on a second version people can be making their own games using the prototype. For a prototype which is only in alpha I would like to think it is well enough built that people can have fun with and make their own games. I think the key thing with Sable or any set of developer tools, how unique a game can be comes down to how creative individuals can be with the current tools built into sable, out of the box thinking is required to create interesting mechanics and unique feeling games and stories. in just under three weeks I’ve seen people create some incredible projects which really use Sables tools well, if they can do this in under three weeks I’d love to see what they could do if given more time to work on Sable and their projects. I think the audio games community has a wealth of talented individuals, hopefully Sable gives these individuals the tools for the first time ever a chance to turn their creativity into games that we can all play and enjoy. hopefully that clears up any confusion over Sable and its release plans, sorry for the ridiculously long post for anyone still reading at this point that hasn’t fallen asleep due to my innate waffling
Paul Lemm
Ebon Sky Studios
email: [email protected]
Facebook: https://m.facebook.com/ebonskystudios/
Twitter: @ebonskystudios