Sanctimonia: Blender Objects, Burning Things, and More
It has been a little while since last we checked in on the development progress of Sanctimonia. However, that is not at all the same thing as saying that development on Sanctimonia — Kevin Fishburne’s Ultima-inspired, PvE-centric MMORPG — has been slow. Quite the opposite, in fact; Kevin has been hard at work on the game as per usual.
In about mid-October, he was working on the game’s flammable objects, and on making them set not-current-inflamed objects alight:
Inflamed PWO maintenance procedures are in place and tested with grabbing, dropping and destroying inflamed objects. Next up; burning them.
— Eight Virtues (@eightvirtues) October 19, 2013
Inflamed PWOs now burn and attacking an uninflamed PWO with inflamed gear may set it alight. Some bugs, but not bad for the second pass.
— Eight Virtues (@eightvirtues) October 20, 2013
Good work tonight fixing bugs with inflamed PWO maintenance. Next up conflagration, including PWOs, gear and the vegetation layer.
— Eight Virtues (@eightvirtues) October 23, 2013
Conflagration on hold, but excellent initial work on inflamed gear maintenance. Soon torches will expire in your hand as they do on walls.
— Eight Virtues (@eightvirtues) October 29, 2013
As October drew to a close and November began, he switched to dealing with bugs, both within his own code and within the GAMBAS framework he is using to write Sanctimonia:
Dealing with a memory leak in the server code: http://t.co/WXWCv0pNm3 Can't wait to send that horrid thing to the afterlife.
— Eight Virtues (@eightvirtues) October 31, 2013
Crushed three bugs tonight, one critical, then faceplanted playing with floor tile surface normal variations. Such is life. 🙂
— Eight Virtues (@eightvirtues) November 4, 2013
For November and December, his goals are rather more graphics-oriented:
November & December work schedule: 75% graphical, 25% functional. Started tonight with seasons, temperature and flora foliage color changes.
— Eight Virtues (@eightvirtues) November 6, 2013
Initial seasonal and foliage color rendering using new "time of year" variable: http://t.co/rAZI3SSPa8
— Eight Virtues (@eightvirtues) November 9, 2013
I spent the last hour tweaking deciduous flora PWO color change keyframes. Better, but not yet perfect. Talk about a rabbit hole. 🙂
— Eight Virtues (@eightvirtues) November 10, 2013
Deciduous flora PWO foliage color change improvements include vertex colors, creating a vertical gradient of change: http://t.co/dSMDqUuVKU
— Eight Virtues (@eightvirtues) November 12, 2013
As well, he has been working on adding 3D objects to the game, using Quake II’s model format as a baseline:
Just successfully got MD2 files (Quake II models) loaded and rendering in-game. The future of block PWOs (building tiles) is looking bright.
— Eight Virtues (@eightvirtues) November 14, 2013
Blender MD2 export script now works, which means I'm going back to my 3dsmax roots by wrapping myself in Blender's silky shroud.
— Eight Virtues (@eightvirtues) November 15, 2013
Wavefront OBJ implementation successful; Triangle meshes with normals, UVs and textures render in-game from Blender: http://t.co/l3E0EhZiWU
— Eight Virtues (@eightvirtues) November 22, 2013
Slowly beating Blender down into submission; the beginnings of a 4 foot wide stone block PWO: http://t.co/P42qbwTPDx pic.twitter.com/pIiMftcfhp
— Eight Virtues (@eightvirtues) November 23, 2013
Finished modeling and in-game testing of the arched doorway PWO model: http://t.co/q84io1QfQO HQ download: http://t.co/s37u4W3P7y
— Eight Virtues (@eightvirtues) November 24, 2013
Unrestrained malevolence tonight sending bugs to the fiery pit. Many fixes and rendering improvements (lighting, wisps and arch plan GUI).
— Eight Virtues (@eightvirtues) November 27, 2013
Collision detection bifurcated into Static (PWOs) and Dynamic (players/fauna); first steps toward walking on or [K]limbing up objects. 🙂
— Eight Virtues (@eightvirtues) November 29, 2013
And of course, he has published yet another monthly report, which reiterates and expands upon much of this recent progress.
Finally, it would appear that Kevin also has…something up his sleeve for the future:
Began something special tonight (not programming), which if successful will help burn the name #Sanctimonia into the minds of a generation.
— Eight Virtues (@eightvirtues) October 21, 2013
I’m not sure if this was a cryptic reference to the use of Blender-made 3D models, or if it pertains to something we have yet to see.
This is still encoding on YouTube, but have a first look:
http://youtu.be/85k6MFznqa4
Long video of me testing features. A few bugs, but mostly communicative.
Just posted November’s progress report here:
http://eightvirtues.com/sanctimonia/progress/Progress%20Report%20-%20Month%2034.odt
As torches manifest I think it best to continue PWO interactivity and visual feedback improvements. When I saw the torches lit and adjusted the flame and lighting to the right position I got pretty excited. I realized I could reasonably model almost anything in Blender and quickly get it integrated into the game, including PWOs with distinct collision variations. Now I’m working on modeled PWO “build stages”, from 0 – 19.
Build stage zero for a 6′ wide (1′ thick) stone masonry wall would look like the first layer of stone blocks, six inches high. Stage one would add another six inch layer of blocks. An eight-foot wall would use 16 obj model variations if at six-inch intervals, for example. Deriving the model build stage variations from my existing archway block PWO’s Blender project will be fun.