Re: Creating an RPG audio game using Sable (video 10), by Ebon Sky Studios

Morning everyone,

@number 198, thanks  for the post and positive  comments, it really means a lot that so many people are excited about Sable and our first game title too, so thank you very much for your comments.
@number 199,  thanks for the post and positive  comments, I’m really pleased to hear you’ve enjoyed all the videos in the series.  As mentioned in my previous comment, its great to see people excited about sable and our first game and also fantastic to hear people like yourself  that already have RPG games or concepts in mind that they want to create. I think there is so much creative talent within the community, we’re really looking forward to seeing people turn there ideas and stories into games.
@number 200, thanks for the post and also being the 200th post to the topic, its been great that the video series has generated so much interest. Good spot on noticing the version numbers of sable increase in the videos, I never even thought of that whilst I was recording the series, but yes we’re always busy working away on it adding tweaks, improvements and additions. As for the balance and story line, yep you’re right they are both pretty non-existent , originally  it was going to be a set of shorter videos , but because the topic seemed to generate a nice amount of interest we decided we would make the videos a little longer  but I didn’t really plan out the video series hugely in advance , hence the lack of balance and story, since it was more about showing off features than story and balance, we’ll leave that to Crimson eclipse. With the fire breath ability, yes I had the engine set to leave a small gap between each pain sound, I’ve been thinking about adding an option where leaving this gap or having no gap can be set by the creator of the game, so it can allow both styles.  I agree completely with the sound of the dragon body fall sound, I noticed that myself when defeating the dragon that it didn’t sound  like a huge beast hitting the floor. You can already set different body fall sounds for different terrain types, so for example defeating an enemy over water could have a body fall hitting water sound, but there isn’t a way of specifying how big a splash that would make, I like the idea of a system to specify the enemies size which would then determine the type of body fall sound used, like in the previous example how  big a splash  the body hitting the water would make, or adding an option for specific body fall sounds to the enemies individual sound sets , so thanks for both of those suggestions. As for shops, it is in Sable,  this was one of the features we didn’t get to show off in the video series. You can create merchants, these work much the same way as NPC’s like the inn keeper, so you can assign them speech either TTS or voice recorded, you can assign them trigger events too, but at the point of creation you can specify what items they sell. Another feature of merchants I like is that at the point of creation you can set their greed level as a percentage , so you could for example set it at 25% and the merchant would sell everything for 25% more than its worth, but would also buy equipment /items off you for 25% less than their worth. You can also use  minus values here too, so could have minus 25% instead and the very kind merchant would  then sell everything for 25% less  than its worth.

As ever a huge thanks to everyone for all the positive comments.

The Ebon Sky Studios Team
email: i...@ebonskystudios.com
Facebook: https://m.facebook.com/ebonskystudios/
Twitter: @ebonskystudios

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