Primal Fears - UPDATE now available on Steam

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adei
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Primal Fears - UPDATE now available on Steam

Post by adei »


UPDATE - January 09 2013:

Primal Fears is out now on Steam, please spread the word!
:)

http://store.steampowered.com/app/211280/

Thanks,
Axel


_________________________
original post:

Hello OGRE community :wink: ,

finally we would like to announce Primal Fears.
This game is a top down survival horror shooter.

We really enjoyed using OGRE in our new game and built up everything from scratch in a very short time.

Some technical facts:
- using Ogre 1.8
- Bullet physics
- recast for AI path finding
- Particle Universe
- MyGUI
- RakNet
- OpenAL

Debut Trailer:
[youtube]LrGeJFc6Hg4[/youtube]

We are close to enter our beta stage very soon, feel free to sign up here :)
http://primal-fears.com/


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Last edited by adei on Wed Jan 09, 2013 6:52 pm, edited 3 times in total.
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Mind Calamity
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Re: Primal Fears

Post by Mind Calamity »

You're on Steam ? Great job! (not just for getting on Steam, but for the game too) I love how it looks and plays.

Signed up for the beta :D
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Re: Primal Fears

Post by cybereality »

Looking good man!
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Re: Primal Fears

Post by chaosavy »

Looks great!
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Re: Primal Fears

Post by duststorm »

Wow, that looks very good.
Nice lighting and atmosphere.
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Re: Primal Fears

Post by adei »

Thanks for the comments :)

For those who are interested in some technical stuff.
We added a quite complex decal system using slightly modified manual objects. It is extended by a ring buffer and the ability to append data.
Decals are projected on all kind of objects, they also stick on moving objects like swinging doors, barrels, cardboxes etc.
It is based on the description of Wolfire blog entry (http://blog.wolfire.com/2009/06/how-to-project-decals/)

We have our own editor to place objects, triggers, spawns, sounds and lights.

Here are a few screenshots of our level editor and physics and properties editor:

Image

Image

Image
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Re: Primal Fears

Post by sleo »

Very good, reminders me Postal 1 with better graphics and control.
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Re: Primal Fears

Post by spacegaier »

Looking quite good!
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Re: Primal Fears

Post by duststorm »

Interesting. Is the street in that city scene (with the airport container placement) composed of lots of small tiles or is it a big mesh. I see you have quite a few lights on it, leading me to think you would either need a shader that supports many lights per object or cut the thing up in a few smaller meshes.
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Re: Primal Fears

Post by fractile »

Looking really good! Reminds me of Dead Nation on PS3, especially the outdoor scenes have similar style.
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Re: Primal Fears

Post by metaldev »

wow, really nice looking game!

what did you use to make the art?
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Re: Primal Fears

Post by my.name »

=)
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Re: Primal Fears

Post by Mind Calamity »

my.name wrote:=)
The ultimate praise :D

Also, is that static or dynamic lighting ?
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Re: Primal Fears

Post by adei »

@duststorm
The view you have in the editor will never be in the game.
We have a shader for 8 lights(point or spot ) casting no shadow + 1 light casting shadows(sun/moon), so the basic scene without glow and SSAO can be rendered in one pass. We need additional passes for the spotlights used for the flashlights of each player, these can be optional no shadow casting for smaller PCs.
Shadermodel 3.0 or higher will be required :wink:

@metaldev
The art is mainly done by external modelers using 3DS and Lightwave.

@Mind Calamity
This is 100% dynamic lighting.
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Re: Primal Fears

Post by Slappy »

Game looks really nice and polished, congrats! :)
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Re: Primal Fears

Post by Zonder »

This is certainly looking good keep up the excellent work.

It may be better to follow the character instead of been absolute on it's position. But I don't mean the player can get far ahead just enough so the camera can smoothly stop and start. I think this will give it a nicer feel I didn't like the sudden movements in the videos.

This may already be possible but can you look ahead or around the player?
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Re: Primal Fears

Post by adei »

@Zonder
The camera is already moving smooth, maybe we can tweak it a little so it is more visible.
It is also possible to rotate the camera around the player :wink:
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Re: Primal Fears

Post by adei »

Hi there,

we just released a trailer for Primal Fears :)

[youtube]LrGeJFc6Hg4[/youtube]

Currently we are fixing and improving the game based on the feedback we got so far.
We are improving the AI/path-finding, performance and fixing some glitches :roll:

Feel free to sign up for the beta(see first post). We will send some more keys soon.
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Re: Primal Fears

Post by Alexiss »

Awesome !
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Re: Primal Fears

Post by adei »

Here is another trailer we have released yesterday. The game should be released early January on Steam :)

[youtube]YkWQcSgtWdo[/youtube]
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Re: Primal Fears

Post by drwbns »

No melee?
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Re: Primal Fears

Post by adei »

drwbns wrote:No melee?
There is melee. Players can use a machete, axe or crowbar
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Re: Primal Fears - UPDATE now available on Steam

Post by adei »

Primal Fears is out now on Steam, please spread the word! :)

http://store.steampowered.com/app/211280/

Thanks a lot,
Axel
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Re: Primal Fears - UPDATE now available on Steam

Post by bstone »

Nice, congrats!
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Re: Primal Fears - UPDATE now available on Steam

Post by cose »

WELL DONE ! smoth and fast, great lighting & animations.
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