Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hay Lemm.
What you described in post 158 is what I was going for.
I'm not sure how jaws works as I doubt eloquence speech is based on a real person; someone correct me if I'm wrong on that one.
Regarding scripting:
I know this may seem a bit harsh, but everyone, please shut up, at least until sable is in our hands!
We have no idea what this game engine will be able to do until we can actually test it out.
Once it's in a state where end-users can start playing around with it, then we can start asking the team to maybe add this feature or that one.
They have their hands full just getting this finished, so please let them do that first.
I do understand that everyone wants this to be the most robust blind RPG creation tool on the planet; especially as this may vary likely be the only one, but please, it's still only in pre-alpha, so give it some time to cook okay?
Another problem with adding scripting into the game is that people who don't know how to do it are going to want someone out their to create a prepackaged set of tools to extend sable, and then we're going to have a BGT situation on our hands, and I'm sure you all know what that's about.
False Virus Alerts anyone?
We'll have people plugging bits of code into their games that they don't understand the true function of, and that creates even more problems for both end-users, and the sable team.
Later!

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