Checking In on Sanctimonia’s Progress
Well, it would seem I haven’t checked in on the progress Kevin Fishburne has been making on his Ultima-inspired, PvE MMORPG, Sanctimonia since…er…January. Which is both embarrassing and unacceptable, but mostly the latter. So let’s see what he’s been up to since then. It looks like he spent much of January working on his block persistent world objects and related architectural features:
Sanity restored to dev environment. Static collision tiles created for battlement PWO. Connective corner towers and video goodness are next.
— Eight Virtues (@eightvirtues) January 13, 2014
Still in the midst of implementing block PWO orientation variations with respect to collision tiles. Smart work now means less work later.
— Eight Virtues (@eightvirtues) January 18, 2014
By miracle of persistence block PWO orientation variation collision tile creation is working. Corner battlements and a 12' gate are next.
— Eight Virtues (@eightvirtues) January 19, 2014
Preparation to model the corner joints for 16' battlements. http://t.co/tymam3FAtn http://t.co/zCuCsctQvH Great walls may separate players.
— Eight Virtues (@eightvirtues) January 20, 2014
Had to re-do the previous battlement stone block staggering in order to facilitate proper corner/tower modeling: http://t.co/UR0uxCs3OS
— Eight Virtues (@eightvirtues) January 22, 2014
And here are a couple images of his work on the above-mentioned battlements:
Battlements required still yet more work, but that didn’t keep Kevin from looking forward to his next asset development goal:
No updates proper, but progress nonetheless: http://t.co/H4HeLHjTPg Vaults will be fun: http://t.co/SADKEqalPt
— Eight Virtues (@eightvirtues) January 26, 2014
Right, back to the battlements (so to speak):
Straight battlements updated in-game. Corner battlements nearing completion in Blender: http://t.co/NnwZ51tzwd http://t.co/WtL0N7W6l2
— Eight Virtues (@eightvirtues) January 27, 2014
Yesterday's battlement PWO progress: http://t.co/4UDxdzFUrg. Tonight I completed the initial model of the corner battlement's rubble fill.
— Eight Virtues (@eightvirtues) January 30, 2014
Corner battlement/turret is complete and exported into requisite models for implementation. Collision tile creation and video demo soon.
— Eight Virtues (@eightvirtues) January 31, 2014
More images:
He also released a new sound effect toward the end of January:
The Devil went down to Georgia and brought snow with him. More Public Domain sound effects: http://t.co/TcbNsrY5eP (footstep_snow1_*.wav)
— Eight Virtues (@eightvirtues) January 29, 2014
Which brings us to February, in which month Kevin decided to focus his energies on a different aspect of the game for a while:
And now for something completely different: A display list and other optimizations radically improved the frame rate and tile traversal lag.
— Eight Virtues (@eightvirtues) February 1, 2014
Even the Tower of London will Blend in #Sanctimonia's January progress report: http://t.co/aawqDdIyQm February is going to be sick. 🙂
— Eight Virtues (@eightvirtues) February 4, 2014
Fixed a nasty OpenGL display list-related VRAM leak. Had to enter The Zone for that one, but hella satisfying in the end.
— Eight Virtues (@eightvirtues) February 4, 2014
He was soon back to tinkering with world objects, however:
Waging a bloody and bitter battle with the architectural plan design GUI and server maintenance to implement proper block PWO orientation.
— Eight Virtues (@eightvirtues) February 8, 2014
Bards will sing and hearts and will stir as tales of the Battle of PWO Orientation are retold. Good progress, but still quite the mindflay.
— Eight Virtues (@eightvirtues) February 10, 2014
Again good progress on block PWO orientation changes. While its tendrils run deep, the end is in sight and the enemy's blood soaks the soil.
— Eight Virtues (@eightvirtues) February 16, 2014
More blood spilled. War has a way of keeping you believing you're always near the end. Once done a block PWO asset explosion will commence.
— Eight Virtues (@eightvirtues) February 17, 2014
At long last, the war is won. The dead and dying have been removed from the field. I can scarcely believe it, but it's time to move on. 🙂
— Eight Virtues (@eightvirtues) February 19, 2014
A few more enemies required routing this evening. The next session will provide uniform, zero-sum grading for entire architectural plans.
— Eight Virtues (@eightvirtues) February 21, 2014
First pass of zero-sum architectural plan grading implementation complete. Will devise method to evenly redistribute landscape layer depths.
— Eight Virtues (@eightvirtues) February 22, 2014
Third pass is the charm. Arch plan grading improvements now require tweaks only. Five days left to impress with promised asset explosion.
— Eight Virtues (@eightvirtues) February 24, 2014
Fixed an insidious bug involving two complementary logic errors with respect to tile grid updates and grading. Asset explosion now at hand.
— Eight Virtues (@eightvirtues) February 28, 2014
Gameplay test video after previously-mentioned dual bug fix. Corner battlement has no collision yet. http://t.co/QYQCf8oTke Beds next?
— Eight Virtues (@eightvirtues) February 28, 2014
Collapsing hundreds of lines of redundant code into a handful of one-line calls to a new procedure is one of programming's genuine beauties.
— Eight Virtues (@eightvirtues) March 1, 2014
He also came up with a sweet new background for his Twitter page, which he of course released for all and sundry to use. (You can also grab a slightly less space-intensive JPEG version of the image at the top of this article.)
March saw Kevin continuing his work on world objects:
Better than sex, chocolate, or mainlining your favorite opiate, #Sanctimonia's monthly progress report has arrived: http://t.co/FjTltSW9CD
— Eight Virtues (@eightvirtues) March 2, 2014
Finally implemented and tested the corner battlement's collision tiles for its 16 build stages. Crenelations and For…Next loops don't mix.
— Eight Virtues (@eightvirtues) March 2, 2014
Sanctimonia’s architectural system also grew somewhat, with the addition of the ability to furnish one’s dwelling:
Added a "Furnishing & Decor" page to the architectural plan design GUI and the beginnings of grabbing and dropping block PWOs (like tables).
— Eight Virtues (@eightvirtues) March 3, 2014
Static collision tiles' Elevation property mostly implemented. Nearing Ultima VII level of object grabbing, dropping, stacking and climbing.
— Eight Virtues (@eightvirtues) March 6, 2014
That’s…not a claim to be made idly, is it?
The familiar and the new (6x6x1'): http://t.co/FRCA57qeBN Once in-game it will have collision, crystal blue water layers and splash wisps.
— Eight Virtues (@eightvirtues) March 7, 2014
Tonight's gameplay test (edited for time): http://t.co/1y0X34dv6L
— Eight Virtues (@eightvirtues) March 7, 2014
He also set himself up a discussion area of sorts:
Started a subreddit for #Sanctimonia: http://t.co/43ypKVIHt6 It will work as a forum for the time being, so do with it what thou wilt.
— Eight Virtues (@eightvirtues) March 11, 2014
And after a bit of work on the game’s camera system, Kevin was back at work on walls and objects:
Camera, player and fauna position and orientation interpolation algorithms improved. Hybrid automatic and manual camera zoom reimplemented.
— Eight Virtues (@eightvirtues) March 15, 2014
Initial progress on cob walls: http://t.co/lTFXnmpyIs Will be lovely when it's all said and done.
— Eight Virtues (@eightvirtues) March 16, 2014
Good work tonight on proper portal (door) implementation. One more night should do it, then to finish initial cob wall and make more doors!
— Eight Virtues (@eightvirtues) March 18, 2014
Monolith: http://t.co/oO5yoVxbPW What values doest thou embrace? Wilt thou bend others to thy will to preserve them, or wilt thou only live?
— Eight Virtues (@eightvirtues) March 18, 2014
Hard-won progress on proper portal implementation tonight. Saving the fun work of further cob wall modeling for the after party.
— Eight Virtues (@eightvirtues) March 20, 2014
Portals working perfectly at all orientations and phases. Phase (open/closed state) changes not yet prevented by block PWOs in their path.
— Eight Virtues (@eightvirtues) March 21, 2014
It was going to be a fun night of modeling, but instead I found myself cleaning old filth from a few procedures' dank, forgotten crevices.
— Eight Virtues (@eightvirtues) March 23, 2014
That would be ew.
Almost done implementing single-story "over/under" collision algorithms for block PWOs (arches, doorways, ceilings, etc.). One bug left.
— Eight Virtues (@eightvirtues) March 25, 2014
The rabbit's hole = over/under collision detection with jumping and gravity. The Metroid crouch/stand trick even occurred once when testing.
— Eight Virtues (@eightvirtues) March 26, 2014
And on the sixth day the rabbit hole was perfumed with white phosphorus and all survivors transported to sickbay. Collision is now working.
— Eight Virtues (@eightvirtues) March 27, 2014
Added dynamic and static collision tile overlays to "god's eye view" server debug GUI to aid in collision debugging and refinement.
— Eight Virtues (@eightvirtues) March 29, 2014
Server debug GUI collision overlays payed off; remaining collision leak sealed. Finally I can get back to some PWO modeling and integration.
— Eight Virtues (@eightvirtues) March 31, 2014
And as for this month…
Stay fast, as #Sanctimonia's March progress report just might make you lose eight eighths and slap your momma: http://t.co/q4ppWWzr61 Whooo!
— Eight Virtues (@eightvirtues) April 2, 2014
Did medieval door hinges span only the front, or both sides of a door? Such inquisitions could drive a man to madness! If anyone knows…
— Eight Virtues (@eightvirtues) April 2, 2014
Supreme satisfaction after unexpected debugging binge. Portals and dynamic (player/fauna) collision tightened up like a wine barrel.
— Eight Virtues (@eightvirtues) April 4, 2014
Looks like he got a bit of help on his question about the hinges, above:
@browncoatjayson @RichardGarriott Thank you both. I made a mock-up (with some superficial dimensional errors). +0.125 pic.twitter.com/veo90t8WNC
— Eight Virtues (@eightvirtues) April 4, 2014
Torturous but ultimately promising evening of debugging even-width portals. It seems the death throes of my torment have yet some sting.
— Eight Virtues (@eightvirtues) April 6, 2014
So, that was his last tweet as of this writing, which means we are now all caught up on Sanctimonia. The project, of course, seems to be in good health, and Kevin continues to improve it at a stunningly rapid pace.
What’s truly embarrassing and unacceptable is that so few have made Ultima Music Videos. AMV is a term unto itself, but UMV? The Space Bards video is the gold standard from what I’ve seen so far, but we need more. Here’s mine, though without original music so it’s more like a traditional AMV but with Ultima:
http://youtu.be/7I-STFloMtM
I challenge all Ultima fans who are able to mix videos of Ultima and music and produce more UMV’s. Let Gundam fans quake at the prospect of their videos being overrun by Ultima!