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:

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:

For November and December, his goals are rather more graphics-oriented:

As well, he has been working on adding 3D objects to the game, using Quake II’s model format as a baseline:

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:

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.

2 Responses

  1. Sanctimonia says:

    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.

  2. Sanctimonia says:

    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.