Sanctimonia Monthly Update: Sound Effects, Cloth Map, Crafting and More!

Kevin Fishburne has posted yet another progress report for Sanctimonia, his Ultima-inspired, PvE MMORPG. The report is labeled “Month 27” — has it really been that long? — and it re-caps a number of progress milestones that the Ultima Codex has reported on either directly or via the addition of downloads to The Digital Lycaeum.

For example, he remarks thusly about the creation of sound effects:

Create mic stand for all-weather outdoor recording

While I’m still using some environmental audio effects from an unlicensed commercial sound effect library, my intention is to eventually use exclusively original sound effects. In order to accomplish this it was necessary to create a recording stand for my microphone capable of withstanding most inclement weather conditions such as rain and heavy wind. I modified an existing wooden construct by adding a canopy made from a large bath towel at a 45 degree angle. The towel diffuses the sound from direct raindrop impacts to the platform and its angle carries water away from the microphone to prevent damage. The stand has been tested in storm conditions for periods exceeding six hours and the microphone stayed dry and functional.

Record and edit multiple nature sound effects

Using my mic stand and a 20 foot USB extension cable I recorded several up to 14-hour sessions of various natural sound effects from my backyard. These included insects at night, birds (calls, chatter and initial flight/takeoff), dogs barking, rainfall, thunder and trees touching under wind. Most of these recordings still need to be edited but several have been already.

The in-game cloth map has seen some refinements:

Refine and expand cloth map

Initially the cloth map data was calculated server side as an image before being sent to the client. Now the server creates a cloth map data set from the five elevation layers using their elevation data, stretching the bedrock data from -32,768 – 32,768 to 0 – 255 so it may be sent as a string of bytes. The client receives these layers as separate transactions and creates the final cloth map image locally.

I later took one step back to take two steps forward in that the server now constructs the final cloth map image, saves it to disk as a jpeg, then sends it to connecting clients. The cloth map size was expanded to 512×512 pixels and the server ensures the compressed jpeg is small enough to be sent as a single transaction (less than 64 KiB as per UDP protocol limitations).

And, of course, the crafting system:

Begin initial implementation of crafting system

Crafting is the process by which players may use PWOs (objects) to create new objects and will be the foundation of much of the gameplay. It includes things as basic as cracking a coconut to harvest its meat and milk to things as complex as the construction of a masonry arch or mechanical device such as a padlock. Basic crafting is defined as “tinkering” and will allow the player to experiment with objects using at least three different equations (use, bind and deconstruct). Advanced crafting will initially require a design document or blueprint, but after several implementations of such the crafter’s memory of the document alone will be sufficient.

I first created the basic mechanics of crafting in a text file, then drew a “tinkering” mockup on paper representing the on-screen GUI layout. Next I created a CraftingGUI procedure in the Render module to draw the tinkering GUI in-game. Tinkering involves the use of three panes: inventory, environment and equations. Inventory shows the player’s gear, or equipped objects. Environment shows objects within a six foot radius of the player. The equations lay out the framework for performing specific actions using one or more objects.

I created a Craft module in which crafting procedures not related to rendering are contained, and arrays of crafting item structures for the storage of a client player’s inventory, environment and equation items. A player maintains most input functionality while crafting, although movement clears the environment and equation crafting panes. Movement also repopulates the environment crafting pane, which means a player may “scout” for items in the environment by monitoring which items appear in the environment pane as they move about. The reason for this mechanic is primarily to allow a player to quickly respond to a dangerous situation (being attacked for example) even if while in the midst of crafting.

The report contains many other notes, of a largely technical nature, about other bits of progress made on Sanctimonia and supporting tools. Click on through and give it a read if you’re curious about the nitty-gritty of the game’s development over the last month!

Oh, and as a bonus, Kevin has uploaded a new video showing off some of the thunder sound effects he has been working on:

13 Responses

  1. Sanctimonia says:

    Thanks for the write-up. Probably the most important thing I can say about my game is this:

    The algorithms for the “virtual ecology” which were so readily abandoned by the senior designers and producers of Ultima Online will be recreated, expanded upon and used as one of the most fundamental mechanics by which players progress/subsist biologically and socially. Hunting and gathering may cause extinction, but only if explicitly coordinated to do so.

    Sexual reproduction including forced sex (rape), incest (intra-familial), cross-pollination (the hills have eyes type shit) and asexual reproduction (polyps, etc.) will be equally represented. These methods will ensure that a species of flora or fauna has plenty of children and (if needed) strong parents to protect them.

    Garriott and company were burned by the virtual ecology. I intend to bring it to its inevitable glory. The virtual ecology was the most exciting idea about Ultima Online, and so it will be with Sanctimonia.

    Also: http://youtu.be/LVf94GMLN8s

    Of recent times I’ve been pretty depressed. Sometimes the idea of killing myself seems especially keen and good, even with the pain of execution factored in. Obviously I shouldn’t do that, but every now and then I really, really want to. Is life really that shitty, even in the face of possibly making a cool game where people might tell me I’m okay? I’m 37 and things just don’t seem like they were meant to be. Like I’m living on borrowed time. Anyway, good fun. Kidding, yes?

  2. Sanctimonia says:

    Oh. Oh oh oh, oh oh oh, oh oh oh… It’s magic.

    Oh. Oh oh oh, oh oh oh, oh oh oh… It’s magic.

    Look at the sun way up there in the sky.
    Shining forever, the world is so bright.

    Oh. Oh oh oh, oh oh oh, oh oh oh… It’s magic…everywhere!

    A little bird chirpin’ high in the tree
    He flew right down, and whispered these words to me:
    He said, “Look all around. Life is just so beautiful, I’ve found.”

    Went down to the river to wash all my cares away
    Saw a little fish swimmin’ and here’s what he had to say:
    He said, “Look, don’t ya know? Life is just so easy when you with the flow.”

    Indeed.

  3. Sanctimonia says:

    “go”, shit. It’s magic.

  4. Sanctimonia says:

    A couple days later all I can say about this is never take up Dupre on a seemingly impromptu challenge. It’s not off the cuff in the slightest; he waits for moments like these. I’d prefer none other by my side in battle, so don’t get me wrong, but when the man slams his mug into the table, looks you in the eye and puts your virtue as a man to the question it’s better to laugh it off than to take him seriously while barrels remain untapped.

    I honestly thought I would win, but long into the night when my limbs began to fail me and my mind trailed behind as if tethered by a frayed rein, his steely gaze reminded me that no one could out drink him and only a fool would try. I only hope this serves as a lesson to any knight or knave who would implore his humor in this regard. The man is a legend; let it be at that!

  5. Sanctimonia says:

    In other news, here’s some more sound effects I edited over the last few days (links and filenames in tweets): https://twitter.com/eightvirtues

    They include medium distance thunder (8), wind through foliage (4), flowing water (2) and rainfall (3).

    To finish off the water sounds I’ll be borrowing my dad’s laptop to make some recordings at the Chattahoochee river, Stone Mountain park (many streams in a quiet environment) and the beach at Ocean Isle next month. I’ll keep everyone in the loop via Twitter and UC as soon as they’re all edited and ready to go.

  6. You may have noticed this didn’t get done over the weekend. Sorry about that, minor technical difficulties. Should be up soon.

    • Sanctimonia says:

      No rush, I just wasn’t sure if anyone saw I’d posted more effects.

      One note about the looping tutorial. I added a comment to the video (not in the video, but in the comments section) explaining that for everything to line up Snap needs to be checked in the bottom-left corner of Audacity when cutting off the beginning and ends of the original sample. Not having Snap checked can result in the beginning and ending snippets not lining up exactly with each other, which would be bad.

      Thanks Jayson.

  7. Sanctimonia says:

    I got a late start tonight I so I took the easy way out and made some more sound effects. These are a little more exciting than the previous as some of them involve combat. They’re under multiple Tweets here:

    https://twitter.com/eightvirtues

    I read recently somewhere that the SotA team was interested in having fans collaborate on assets (specifically the Unity marketplace, but whatever). Do you think they’d be interesting in my sound effects? They’re public domain, so I don’t really “own” them anymore, but the idea of me somehow contributing to their project is pretty epic and would make me feel good/validated. Of course I’m thinking they have a dedicated team of experts to do such things, but at last check their footstep effects (all due respect) sounded like unholy shiite. Should I send a tweet to them offering?