top of page
Search

CAGD 373 - Blog Post 3

  • Writer: Els Fouche
    Els Fouche
  • Nov 19, 2025
  • 2 min read

Group 1 - Goblin Camp

This project is a re-creation of Baldur's Gate 3's Goblin Camp, specifically the entrance to the former Selunite temple. Our micro game loop involves breaking or unlocking containers in order to collect enough dice to access the inner sanctum of the camp. Notably and unlike Baldur's Gate 3 the player begins with a 10-sided die, otherwise known as a d10, and may collect more to unlock containers with higher 'difficulty class' (DC) values as well as the final door. Available dice to collect include a d4, d6, d8, d10, d12, and d20.


Credits:

  • Julian Kroeger-Miller: Lead & Flex

  • Destiny Rose Smith: 3D Artist

  • Devin G. Monaghan: Texture Artist

  • Els S. Fouché: Programming & Design


Injury

During this sprint I crashed my motorcycle and injured my shoulder. Typing has proven challenging with my arm in a sling. I spent time planning out future features on paper and was able to accomplish a few small additions to the project.


Sound Effects

The main thing I can showcase for this sprint is the impact-based dice rolling sound effects, success / failure feedback sounds, and the Goblin Camp ambient music.



The 'roll failed' and 'roll succeeded' sound effects were later replaced and the timing of the sound effect was also improved significantly.



Of note for this addition were the dice rolling sounds. Rather than playing a one-shot recording of dice rolling and having to variegate those sounds with pitch and volume changes, I took a single recording of a single die rolling and chopped it into a set of individual hits. I then put these sounds into an array and cycle through them each time the die hits a surface.



The pitch and volume of the individual sound is modified based on the force of the hit. Harder hits (as determined by the amount of velocity the die has) are louder and slightly higher pitched, while softer hits are quieter and lower pitched.



I also created a concurrency setting for the dice sound effects to prevent too many sounds playing simultaneously. This is due to the fact that multiple simultaneous sounds can become very loud as volume is additive. The concurrency setting enables the rolling of any number of dice simultaneously without the volume being an issue.


Ambience

I also created an ambient track for the Goblin Camp roughly inspired by Baldur's Gate 3's audio for the area.

This ambient track is a mashup of three pieces sourced from Pixabay and Freesound.



Overall this sprint was significantly slower for me due to my injury. It's quite frustrating but fortunately I'm recovering quickly.

 
 
 

Comments


© 2025 Els Fouché née Rodger Fouche. All Rights Reserved.

Thanks for stoppin' by.

bottom of page