Hey man! I haven't been on Discord recently so I only just got to see this. Great to see that you're still going hard on this project! The Dynamic Weather system would be such a nice touch! Also, I noticed in the description you mentioned something about video quality. Two things I would look out for (both for recording and rendering the video) is trying 1440p and seeing if you can do it in 60 FPS.
A truly beautiful project and I loved seeing the Wasp Queen. The whole property management system is something that would be truly astounding. Keep up the incredible work.
Very cool project and look forward to following this more. I know you mentioned the lighting is early, but I think if you just boosted the skylight or just lifted the overall black levels it would make the game look 100% better and more readable. This is a pet peeve of mine with a lot of current games, where 50% or more of the screen is just black and unreadable. Let me know if this helps.
This is funny because I just learned how to fix that a couple of days ago haha. So I updated Oakvale with this fix, and the shadows are not near as harsh now for exterior environments! I still need to fix the darkness for interiors of buildings as they are almost solid black, but making progress lol. Very good job noticing the issue with the sharp lighting! :)
@@Level_reDesign glad to hear it, I see really high black levels even in big modern games, not sure if they are dialing it for HDR or just pushing the contrast values as high as possible but I do miss some older Gen or older lightning techniques where I can appreciate and see an entire scene, Xenoblade Chronicles is such a good example of a current game rendering beautifully using older techniques. Anywho look forward to your future videos
5:30 I wonder if you could run all the audio files through an ai voice to text and get a transcription in a spreadsheet next to the filename. I know that's "possible" but might require a tech company to do it or pay for it, haha.
I did that just to see, and the voices turned out pretty rough. I almost think it would be better to pay voice impersonators to do any voices I need. It would sound better than Woody in Toy Story 3 lol
@@Level_reDesign i was just talking about getting the text transcription. did you say that was rough, or do you mean text to voice like elevenlabs? it's all a bit wacky but hopefully will get better, haha.
Oh, I'm sorry. I misunderstood what you were saying! I can technically set the dialogue system up with the dialogue text, but it is slow, so I would need a better solution to do that on a larger scale. However, the issue is actually pulling in the audio files, which are not organized or names appropriately, making it impossible to find the audio file I need! I haven't shown this in a video, but I have Oakvale's opening quest and dialogue completely done (not cutscenes though). To get the audio for that, I just recorded the lines directly from the game lol
@@Level_reDesign ah yeah totally. man naming conventions can make things a lot better! i'm still not sure how I should name my dialogue files. did you decide to organize and name them like character name 01 02, or like location, character, quest. or what?
When you get further into it are you going to make the decisions truly affect the game itself? Maybe actually allow you to decide to be truly evil or good etc.
I would love to, but that has a lot of challenges as a solo dev. To make choices feel like they matter, you need to fully affect the world quite a bit, which is extra time developing the changed world. Sometimes that is as simple as making an apprentice be the acting guild master if you kill Guild Master Weaver. Other times, they may be like Fable 2 where the environment is literally completely changed. So, I won't probably be making any super crazy choice systems, however, I do have some ideas to correct some of the alignment issues in the original game. As a simple example, in the OG game, the only way to buy owned property is to kill the owner. I want to make it either that, or you do a simple, passive quest for them to allow you to buy. So being good requires a little bit of work, but can still be done.
Hey man! I haven't been on Discord recently so I only just got to see this. Great to see that you're still going hard on this project! The Dynamic Weather system would be such a nice touch! Also, I noticed in the description you mentioned something about video quality. Two things I would look out for (both for recording and rendering the video) is trying 1440p and seeing if you can do it in 60 FPS.
A truly beautiful project and I loved seeing the Wasp Queen. The whole property management system is something that would be truly astounding. Keep up the incredible work.
I love fable i love what ur doing here man well done 🎉
I can't stop watching, what is this magic??
glad i can follow from the start, and even more i cant wait where this project is headed! keep up the great work and have a good day :)
Thank you for being so kind! :) I'm so excited for this project and how it will grow
I love it. I can't wait to see more!
can't wait to see how this turns out!
Very cool project and look forward to following this more. I know you mentioned the lighting is early, but I think if you just boosted the skylight or just lifted the overall black levels it would make the game look 100% better and more readable. This is a pet peeve of mine with a lot of current games, where 50% or more of the screen is just black and unreadable. Let me know if this helps.
This is funny because I just learned how to fix that a couple of days ago haha. So I updated Oakvale with this fix, and the shadows are not near as harsh now for exterior environments! I still need to fix the darkness for interiors of buildings as they are almost solid black, but making progress lol. Very good job noticing the issue with the sharp lighting! :)
@@Level_reDesign glad to hear it, I see really high black levels even in big modern games, not sure if they are dialing it for HDR or just pushing the contrast values as high as possible but I do miss some older Gen or older lightning techniques where I can appreciate and see an entire scene, Xenoblade Chronicles is such a good example of a current game rendering beautifully using older techniques. Anywho look forward to your future videos
One of my favourite games of all time.
Love it my man
Wow
This is what Fable Anniversary should have been.
found the video on reddit, watched it, and subscribed :D
Love the idea to port fable into unreal
Been rewatching these lately. Any new updates?
I hope that you don’t mind but I have recently shared with my Facebook Fable group.
5:30 I wonder if you could run all the audio files through an ai voice to text and get a transcription in a spreadsheet next to the filename. I know that's "possible" but might require a tech company to do it or pay for it, haha.
I did that just to see, and the voices turned out pretty rough. I almost think it would be better to pay voice impersonators to do any voices I need. It would sound better than Woody in Toy Story 3 lol
@@Level_reDesign i was just talking about getting the text transcription. did you say that was rough, or do you mean text to voice like elevenlabs? it's all a bit wacky but hopefully will get better, haha.
Oh, I'm sorry. I misunderstood what you were saying! I can technically set the dialogue system up with the dialogue text, but it is slow, so I would need a better solution to do that on a larger scale. However, the issue is actually pulling in the audio files, which are not organized or names appropriately, making it impossible to find the audio file I need! I haven't shown this in a video, but I have Oakvale's opening quest and dialogue completely done (not cutscenes though). To get the audio for that, I just recorded the lines directly from the game lol
@@Level_reDesign ah yeah totally. man naming conventions can make things a lot better! i'm still not sure how I should name my dialogue files. did you decide to organize and name them like character name 01 02, or like location, character, quest. or what?
When you get further into it are you going to make the decisions truly affect the game itself? Maybe actually allow you to decide to be truly evil or good etc.
I would love to, but that has a lot of challenges as a solo dev. To make choices feel like they matter, you need to fully affect the world quite a bit, which is extra time developing the changed world. Sometimes that is as simple as making an apprentice be the acting guild master if you kill Guild Master Weaver. Other times, they may be like Fable 2 where the environment is literally completely changed.
So, I won't probably be making any super crazy choice systems, however, I do have some ideas to correct some of the alignment issues in the original game.
As a simple example, in the OG game, the only way to buy owned property is to kill the owner. I want to make it either that, or you do a simple, passive quest for them to allow you to buy. So being good requires a little bit of work, but can still be done.
Should leave jumping in the final game
this is amazing! cant wait to see more