Re: Creating a code free RPG using Sable (video 11), by Ebon Sky Studios

Hi,

-@number 256, sorry for the late reply. thanks for the post, really pleased to hear you enjoyed the latest video.  Wow, that was a lot of questions  in one  post haha, I’ll try and answer them all below, but my reply is also quite long:
I think one thing to remember with Sable is that it is still in its prototype stage, so there are still additions and features from both ourselves and the community which we would like to see added to Sable, not everything will make it into Sables initial release since as mentioned in my previous post we are very aware of feature creep and  not wanting to be constantly adding  new features and therefore pushing Sables first release further and further away, but that’s not to say there won’t be more additions and features in later iterations of Sable providing it is successful. Regarding your questions, the easiest one to answer is the fast travel, this is already built into Sable, its in the object creation tool menu (I think in video 2 when I’m scrolling through the list of available object creation options you briefly hear it as an option in there). How they work is, you can  name them whatever you like, you can select which sounds play when you reach the fast travel point, also which radar sound plays as you approach  and also the sound played when using the fast travel, in this way its possible to have the fast travel as almost anything you wanted, so you could have a portal as you mentioned and add portal type sounds, or maybe a shrine  you pray at to use the fast travel point, , or maybe even an airship port/hanger  where you boarded airship to take you to various fast travel locations throughout your game world. You can travel between fast travel points you have activated, so when you first find a fast travel point it  activates and you can then fast travel back to that point from any other fast travel point you have  previously activated. as for your first three questions, some of what you requested could be done using Sable’s currently built in resilience system, for example attacking something resilient to fire with a fire attack would do nothing. There is an ability for removing/clearing active status affects, this can be used to either remove specific active affects or all active affects (you specify this at the point of creation), potentially you could create this so it removed some specific affect types, then assign that to a weapon and hitting a target with that weapon would then remove those active affects if present. Sable doesn’t currently have the type of complex clearing system for status affects you mention, Using the previously mentioned removing active affects ability is the only current system for removing active affects, or for non-permanent affects letting them fade  over time. As for your ice thawing and then doing water damage, sadly it’s not possible in Sable. although I do think its a really neat idea, with the exception of ice turning into water as it thaws I can’t really see other situations where an attack  type would change its damage affect type over time other than ice turning to water, but that really only happens since ice is just frozen water. It is however possible to assign multiple damage types to an attack , so for example both water and ice, since I’d imagine most enemies vulnerable to water (say fire for example) would probably be vulnerable to ice too since ice is kind of wet , or would at least melt on contact  with fire turning to water anyway. As for the item to prevent a status affect fading , although you couldn’t do exactly what you are asking , you could however have equipment which protects /is resilient to certain attacks, you could also assign certain status affects to equipment  which would grant status affects, buffs or depuffs to its wearer. As for the remaining questions, the progression chains you mention aren’t possible in Sable, but I like the concept/idea, it’s something I’ll mention to the rest of the team. I also like the menu idea too, I think it was Xoren who mentioned something similar before earlier in the topic with the suggestion of a more customisable menu system with more sound interactions, which the team really liked, . Regarding itch.io, it’s not something I’ve heard of before, but it’s definitely something I’ll look into if its nice and accessible  as it would be nice to offer various payment options to offer the smoothest possible experience for anyone purchasing Sable once its ready for release/sale.

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

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