I Shall Remain version 1.0 Released

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eugen
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I Shall Remain version 1.0 Released

Post by eugen » Mon Aug 24, 2015 8:39 pm

Hello everybody!
I'm Eugen, a long time Ogre user and community member. We just released 'I Shall Remain' on Steam today : http://store.steampowered.com/app/293460. The game is an old school unusual action rpg with survival aspects and happens at the end of WW2. If anyone is interested about the game can ask here or in the Steam forums, we are very chatty and active :)

We are using an older version of Ogre but it still does a fine job in our opinion.
I want to thank again to the community and everybody involved in the development of this wonderful rendering library.

Here there is the game trailer
https://www.youtube.com/watch?v=8311FVfBvxk

and here it is a gameplay video
https://www.youtube.com/watch?v=7e0AqDpI9LA

And here are the required screenshots :)

http://www.scorpiusgames.com/wp-content ... 5/isr1.jpg
http://www.scorpiusgames.com/new/upload ... 219146.png
http://www.scorpiusgames.com/wp-content ... 417820.jpg
http://www.scorpiusgames.com/new/upload ... b76c-8.png
http://www.scorpiusgames.com/wp-content ... 508980.png
http://www.scorpiusgames.com/new/upload ... 243159.png
http://www.scorpiusgames.com/wp-content ... 330552.png
http://www.scorpiusgames.com/wp-content ... 338553.jpg

Cheers!
Last edited by eugen on Sat Aug 29, 2015 11:57 pm, edited 10 times in total.
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Re: I Shall Remain version 1.0 Released

Post by Slappy » Tue Aug 25, 2015 8:01 am

Can you be more specific (about technology)?

Which Ogre version do you use, what about GUI, physics, sound etc.

The game looks really nice and polished!
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Re: I Shall Remain version 1.0 Released

Post by eugen » Tue Aug 25, 2015 10:31 am

Hey Slappy!
We are using CEGUI for GUI, ODE for physics and OpenAL for sound (it is an old setup we did like 10 years ago).
I think the Ogre version used it is 1.6.1.
Thanks!
Last edited by eugen on Sat Aug 29, 2015 11:43 pm, edited 2 times in total.
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Re: I Shall Remain version 1.0 Released

Post by areay » Wed Aug 26, 2015 3:25 am

Wow, so much depth. Great job and best of luck with Steam.
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Re: I Shall Remain version 1.0 Released

Post by cybereality » Wed Aug 26, 2015 5:58 am

This is amazing. Nice job.
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Re: I Shall Remain version 1.0 Released

Post by insider » Wed Aug 26, 2015 7:43 am

Excellent job and Quality work.
eugen wrote: I think the Ogre version used it is 1.76.
Was there an Ogre 1.7.6 version or are you referring to Ogre 1.0.6 :D

http://sourceforge.net/projects/ogre/files/ogre/
Last edited by insider on Thu Aug 27, 2015 6:27 pm, edited 1 time in total.
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Re: I Shall Remain version 1.0 Released

Post by Thyrion » Wed Aug 26, 2015 10:34 am

8)
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Re: I Shall Remain version 1.0 Released

Post by syedhs » Wed Aug 26, 2015 2:01 pm

Any screenshot which will add spices to your post? I guess the rule stay the same - showcase must have screenshots in it. :mrgreen:
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A willow deeply scarred, somebody's broken heart
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They follow the pattern of the wind, ya' see
Cause they got no place to be
That's why I'm starting with me

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eugen
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Re: I Shall Remain version 1.0 Released

Post by eugen » Sat Aug 29, 2015 11:46 pm

Thank you all!
Ogre version was 1.6, changed it in the post and screenshots added (sorry about that but it has been a while)
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Re: I Shall Remain version 1.0 Released

Post by DarkScythe » Mon Aug 31, 2015 3:09 pm

overall it seems great, congrats.
what did you use for particles and decals?
good luck on steam.
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Re: I Shall Remain version 1.0 Released

Post by eugen » Mon Aug 31, 2015 6:23 pm

Thanks!
Base particle plugin from Ogre and our own implementation for decals (optimized to have a large number of them rendered in one pass).
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Re: I Shall Remain version 1.0 Released

Post by xrgo » Sat Sep 05, 2015 5:26 pm

This is some top quality stuff! nice job!! :o
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Re: I Shall Remain version 1.0 Released

Post by eugen » Mon Sep 07, 2015 9:04 am

Thanks! :)
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Re: I Shall Remain version 1.0 Released

Post by Lax » Sun Oct 11, 2015 9:43 pm

Wow, really cool!

How did you solve the fog of war capability in the minimap window?
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Re: I Shall Remain version 1.0 Released

Post by eugen » Mon Oct 12, 2015 9:11 pm

Lax wrote:Wow, really cool!

How did you solve the fog of war capability in the minimap window?
What do you mean by that? How did we implemented it?
The whole minimap is rendered in a shader, the fow is one texture layer which is generated by code and updated when necessary.
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