Re: Sable Alpha is here!–free to download for Public alpha testing!

Hi everyone,

As ever thanks for all the comments and posts,, I’ll try and answer everyone’s questions below:
@Meat bag, currently not, panning sounds have to be used for sounds with a physical location, where as sound bites are more specific to a whole map. But this is a good suggestion.
@ dungeon Diver, at present there isn’t a way you can have an ability only work if a certain ability is present. As a slight role reversal to  the idea though, you can assign status affects to a weapon, so you can have it that attacking with a weapon will also use an assigned status affect to that weapons attack. So you might for example have a sword which drains the enemies HP and restores it to you, or a sword that deals poison. I guess to follow on to your next question, you could have either a weapon or ability  which completely prevents the enemy having a turn as you mentioned. Just going back to the shield  thing, at present shields can only be used for defence, and although you can put them in a hand and they show as a weapon, at present they are more for defence than something to attack with. Regarding your quests question, yes its possible but needs a little creative thinking, as brian pointed out I actually do something similar in  my recent YouTube video where the player finds a book which sets them a quest. The whole videos quite long (about  36 mins or so), but if you skip to about 25 minutes in you’ll see how I set up and create that quest, plus then get to see it in action. The link to the video is: https://www.youtube.com/watch?v=N42QHy8VlbE
@ AnamLion, I have dropped you an email which  should hopefully sort this, let me know if it doesn’t
@ threeblindnoises, pleased you got your door/transport pod complete. Do you have any plans to post the audio of your project? Would love to see it. as for your questions, my bad on not having an option to edit locked text of a door, I must have just totally forgotten to add that, so I’ll get it put in. Regarding the intro tool, I’ve actually got that already on my to do list to make it so you can amend options already set, rather than having to redo it from scratch each time. I’m not quite sure about what you meant about armour being snailed?
@ Bryan P, good spot on the starting gold thing, I tested it in creator mode and it worked fine, but I didn’t test it in play game mode and there’s a little bit of code which resets player starting gold to zero in  play game mode. I’ll get that removed and fixed so starting gold value will show in play game mode.
@ SLJ thanks for the post, it’s a good idea about the  stats toggle option.  I Think one of the things that has come up a few times from various people is the option to have more fluidity with stats and giving mor customisation  options. So it’s definitely on our possible additions list, but it just might not make it into the prototype of sable, since it would involve a lot of behind the scenes changes to allow it to work. But like I said it’s definitely something we’ve discussed. Pleased you have managed to come up with some creative ideas for getting round the movement and timing issues.  If you ever put out an audio recording or video I’ll be intrigued to take a look at your methods for getting round that. I’ve already seen some great videos/audio recordings where people have been very clever in their uses of the current sable tools.
@ Omer, that’s a really good suggestion about removing the  radar to a trigger object if it has been set to only be used once. It shouldn’t be to difficult to add in, I’ll add it to my list.

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

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