APOX - Post-apocalyptic RTS Game - OGRE Engine -- Updated

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APOX - Post-apocalyptic RTS Game - OGRE Engine -- Updated

Post by vinniereddy »

UPDATE:

APOX is releasing on Steam today.

Store Page: http://store.steampowered.com/app/80000/


UPDATE:

APOX is now on OPEN BETA on Steam.

Please go ahead and grab your Beta copy here : http://store.steampowered.com/app/80000/

----------------------------------------------------------------------



UPDATE:

APOX - Beta on Steam now. Visit apoxgame.com or e-mail: support@apoxgame.com if you need key.

========================================


APOX - Update (27/10/2010) --

Developers Interview on Rock,Paper,Shotgun here: http://www.rockpapershotgun.com/2010/09 ... interview/

RPS: What about the tech? Is this your own engine?

Currie: If a company attempts to make a modern RTS game from scratch, you are looking at at least four years to complete the game. We shaved two years off that time by starting with an existing game as a basis. We started production with my previous indie game Trash and completely overhauled it.

For our rendering engine we went with the open source engine Ogre. Torchlight proved a game can be successful using Ogre. One great thing about Ogre besides being free is that it makes it easier to port to Mac.


Update:

New Screenshots and Preproduction Trailer released:

Preproduction Trailer: http://www.apoxgame.com/Media

Airfield 1v1 (Static Map) Screenshots:
Image
Image
Image

For more: http://www.apoxgame.com/Media

==================================

Game developer BlueGiant Interactive today officially announced their upcoming title, APOX. APOX is a real-time strategy game set in a near post-apocalyptic, Mad-Max-esque universe.

“APOX is an RTS game at its core, although it blends in elements of FPS and RPG genres. We introduced FPS concepts like equipping multiple weapons, weapon drops, and limited ammo. We added RPG elements such as experience (veterancy) and giving units a high level of customization. You can put any soldier type into any vehicle type and essentially create dozens of unique unit variations,” said Mark Currie, Lead Designer.

BlueGiant has released a gameplay video which is viewable at the APOX website http://www.apoxgame.com.

Screenshots:
Image
Image
Image
Last edited by vinniereddy on Thu Jan 20, 2011 7:22 am, edited 6 times in total.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by AshMcConnell »

Wow, looks fantastic. Congrats!
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by koirat »

Nice.
So was this made with ogre ?

Btw. Soldiers are shooting flamer through the wall this looks bad.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by Rambus »

Looks good!

I don't see the flame thrower problem Koirat sees. Maybe he is referring to the rocket trails? They do look a tad bit awkward from the ground view, but look fine from the RTS view.

Anyways I look forward to playing it :)
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by koirat »

1:05 of the movie bottom left corner of the window.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by Rambus »

I guess I should have bit my tongue- the artifact does exist :)
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by xavier »

koirat wrote: So was this made with ogre ?
This question needs answering, or I'll have to delete the thread.
Do you need help? What have you tried?

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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by Jabberwocky »

Nice work - looks fun!
koirat wrote: So was this made with ogre ?
It does say "OGRE Engine" in the title of the thread.

Oh yeah, and the press release specifically mentions ogre:
APOX is using the open source rendering engine OGRE.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by EricB »

wooo looks sweet,

how much do ya'll plan to charge for it?
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by koirat »

Jabberwocky wrote:Nice work - looks fun!
It does say "OGRE Engine" in the title of the thread.
Lol. how could I miss that.
Usually people write this in a body of a post.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by Beauty »

The screenshots are nice! :D

Interesting:
A whole commercial game was developed with Ogre, but the announcement of user vinniereddy is his first Ogre post.
Maybe he's such a good programmer, that he never had a question ... :lol:


I have a question:
In the wiki is a page called ParticleSmoke.
Unfortunately the link to the particle source code is dead.
Some of your smoke effects are looking similar to the screenshot of the wiki page.
Maybe you can (and are allowed) to give us the particle script for our wiki? Alternatively a simplified version would be fine, too.
This would help Ogre newcomers to see how particle works.


Which artist applications did you use to create the 3D models and scenes? (Blender, 3D Max, ...)

How long time did you need to create the whole game?
How many people were envolved to the development?

Which add-ons did you use? (GUI system, physics engine, AI engine, etc.)


... Oh, it seems so that you are from India! (your company is from there and on APOXs facebook fan site are indian friends)
I was traveling in India and it was realy great - Hindustan atcha hai (भारत महान है) :D
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by CompulsiveDabbler »

Thanks Beauty!

I'll answer the questions that I can.

We have our own in-house GUI and AI systems. The game has rudimentary physics, but no physics engine per se.
The models were made in 3D max and exported using OgreMax.

About our particle effects, we use a mixture of our own FX system and ParticleUniverse. If the dev working on this has a version of the scripts that can be shared, he will definitely do it.

Ashwin,
BlueGiant Interactive.
----------=== http://www.apoxgame.com ===-------------------
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by vinniereddy »

Beauty wrote:The screenshots are nice! :D

Interesting:
A whole commercial game was developed with Ogre, but the announcement of user vinniereddy is his first Ogre post.
Maybe he's such a good programmer, that he never had a question ... :lol:

--- I am game producer on the project.


I have a question:
In the wiki is a page called ParticleSmoke.
Unfortunately the link to the particle source code is dead.
Some of your smoke effects are looking similar to the screenshot of the wiki page.
Maybe you can (and are allowed) to give us the particle script for our wiki? Alternatively a simplified version would be fine, too.
This would help Ogre newcomers to see how particle works.


Which artist applications did you use to create the 3D models and scenes? (Blender, 3D Max, ...)

How long time did you need to create the whole game? -- 18 Months
How many people were envolved to the development? -- on average 15 (currently we are 22 plus)

Which add-ons did you use? (GUI system, physics engine, AI engine, etc.)


... Oh, it seems so that you are from India! (your company is from there and on APOXs facebook fan site are indian friends)
I was traveling in India and it was realy great - Hindustan atcha hai (भारत महान है) :D
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by vitefalcon »

OMG!!!... A game from my mother-land and it's just SUPERB!!!!... Congrats, BlueGiant! Keep up the good work :D
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by Beauty »

Thanks for your answers. :D
15 upto 22 people - this seems to be a sweet team size!
I whish you the best for the future and hope you will have a good start.

When your game is ready I can try to support us.
I can present the game to some German computer and games magazines (about 10 publishers). Maybe some of them will write a report.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by vinniereddy »

Thanx Beauty..

That would be nice. Will send you the build as soon as we are ready for Beta..

Keep you posted..
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine

Post by vinniereddy »

Hi All:

We just released new screenshots (Airfield 1v1 - Static Map) as well as preproduction trailer here:

www.apoxgame.com/Media
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by Beauty »

Great videos and nice screenshots.

Do you have a game publisher for Germany or will you distribute it yourself? (e.g. by download or Steam)
Shall I send the beta game to members of the german game magazines?
Or shall I "just" contact them (without sending the game), invate them to your website and say they should contact you for a beta version?
Some magazines also publish game preview, even when they aren't ready.
I can research for contact persons of the game magazins - just tell me which way you like.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by vinniereddy »

Thanks Beauty..

The game will be available on Steam..

We can do both - we can provide beta game to magazine publishers (which we can start very soon)..

Also I would suggest we could let them contact us for beta game where we can provide exclusive interview and some footage, etc... We could also give some exclusive Beta keys for a specific magazine.

Really appreciate your help and thanks once again.
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by Beauty »

Ok, I figured out a list of (all?) german magazines here. I will contact them in the next days.
On wikipedia is an uncomplete list of world wide Game magazins. Maybe there you can find some more.
And I read in a german article that more and more users prefere to use online game magazines. These I also will fiure out and contact them.

Will you offer this game for Windows only?
Or also for Linux or XBox, Playstation, etc.?


I have a question related to the attached picture:
There is a nice green marker.
How did you create it?
Is it a ManualObject? . . . . . If yes, which primitives did you use?
Or did you use something else than ManualObject?
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by spacegaier »

Beauty wrote:I have a question related to the attached picture:
There is a nice green marker.
How did you create it?
Is it a ManualObject? . . . . . If yes, which primitives did you use?
Or did you use something else than ManualObject?
If you mean the green circular thing, I guess it's a projective decal. There is a whole tutorial dedicated to that in the wiki I think.

But I'd like to know how you evaluate if the soldiers should be painted green. Is there some rendering to a depth buffer involved checking if the soldiers are visible and if not, change the material?
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by rakeshj »

Hi friends,
I am Jadav Rakesh working on project "APOX" as a graphics programmer.

First of all, I would say thank you ogre forum and all guys who helped us through out the project.
Beauty wrote: I have a question related to the attached picture:
There is a nice green marker.
How did you create it?
Is it a ManualObject? . . . . . If yes, which primitives did you use?
Or did you use something else than ManualObject?
As you can see that green marker is selection ring. We have our own in-house particle fx system, which is using ogre billboards to render particles.
Selection ring is just a single billboard rendered parallel to terrain.
spacegaier wrote:I guess it's a projective decal
Sorry, spacegaier, it's not projective decal at all. We didn't use projective decal because it might be expensive to render and update lots of decals every frame. ( 32 player , High population limit ).
| Lead Graphics Programmer, MPC Film, Technicolor India |
| Game Projects ( Apox, Tryst ) at BlueGiant Interactive |
| Graphics Projects ( Ogre3D based slideshow maker 'picovico : a video maker' ) at Picovico Pvt Ltd. |
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by Beauty »

rakeshj wrote:I am Jadav Rakesh working on project "APOX" as a graphics programmer.

You seems to be a good programmer, because you posted just 2 times because of an Ogre problem. 8)
rakeshj wrote:using ogre billboards to render particles
I thought, particles and billboards are very different things.
As far as I know, particles are something like (redundant) copies of 3D models (often primitives like balls), which can contain an animation for a specific lifetime.
On the opposite side (as far as I know) Billboards are something like a 2D texture, which is always points his face to the camera. Also I thought, Billboards are always on top. But on your screenshot I see that the helicopter 3D model is overlapping the green ring. (Maybe my assumption is wrong.)
Do you render structures with particles, then make something like a "screenshot" of it and use this as texture of a Billboard?
Or what is the interaction of these different components (particles, billboards)?
rakeshj wrote:Selection ring is just a single billboard rendered parallel to terrain.
It sounds like using a billboard which face doesn't point to the camera. I didn't know this is possible. (But it seems to be.)



Other questions:

Which scene manager did you use? (e.g. the Paging Scene Manager)

Which cloud systems did you use? (e.g. Caelum or SkyX)

How did you create/modify your scenes?
Did you use 3d max for the whole scene creation?
Or do you use a modified version of your game for use as level editor (which uses Ogre for rendering)?

I suppose you have your own format for storing level data.
Or do you use a common format like DotScene or COLLADA?


Yes, I'm a little bit inquisitive :mrgreen:
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by rakeshj »

Beauty wrote:because you posted just 2 times because of an Ogre problem.
Apox is my first game project, but as you know ogre is one of the best open source graphics engine, we never had much problems. Also ogre forum and ogre wiki are quite handy.

Thanks to Ogre community.
Beauty wrote: I thought, particles and billboards are very different things.
As far as I know, particles are something like (redundant) copies of 3D models (often primitives like balls), which can contain an animation for a specific lifetime.
On the opposite side (as far as I know) Billboards are something like a 2D texture, which is always points his face to the camera. Also I thought, Billboards are always on top. But on your screenshot I see that the helicopter 3D model is overlapping the green ring. (Maybe my assumption is wrong.)
Do you render structures with particles, then make something like a "screenshot" of it and use this as texture of a Billboard?
Or what is the interaction of these different components (particles, billboards)?
I don't know much about "particles", but yes billboards are like 2D planes. We can set direction of billboards to face anywhere, in case of selection ring it is perpendicular to terrain instead of camera.
Beauty wrote:Billboards are always on top
We used Ogre::BillboardSet to render this FX and Ogre::BilboardSet is derived from Ogre::Renderable so we can render them according Render Queue Group and material parameters like ( Depth Check ON/OFF Depth Write ON/OFF ) etc.
Beauty wrote:Which scene manager did you use? (e.g. the Paging Scene Manager)
We are using "TerrainSceneManager".
Beauty wrote:Which cloud systems did you use? (e.g. Caelum or SkyX)
We are not using cloud system at all. :cry:
Beauty wrote:How did you create/modify your scenes?
Did you use 3d max for the whole scene creation?
Or do you use a modified version of your game for use as level editor (which uses Ogre for rendering)?
Our game supports static maps and dynamic maps.
Static maps are predefined maps exported from 3D Max itself.
Dynamic maps are random maps generated on the fly using ogre terrain.
Beauty wrote:I suppose you have your own format for storing level data.
Or do you use a common format like DotScene or COLLADA?
Yes, we have our own format to store level information.
Beauty wrote:Yes, I'm a little bit inquisitive :mrgreen:
We don't mind replying as far as you have questions.

We are listening.

BTW, Thanks for reply.
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| Game Projects ( Apox, Tryst ) at BlueGiant Interactive |
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Re: APOX - Post-apocalyptic RTS Game - OGRE Engine -- Update

Post by Kentamanos »

Nothing much to add, but this project does look amazing :).
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