Getting actual sales numbers for game titles is often difficult and unfortunately, we haven’t found a magic divining rod to get those numbers (yet), but with services such as SteamSpy it is at least possible to get a rough estimate for the leading game sales platform.
Our community member “bronzebeard” took it upon himself to compile a list of known Ogre-based Steam titles and their estimated sales numbers. He also promised to update the list approx. every month.
Check it out: Ogre3D Steam Game Sales List
PS: If you are aware of any missing Ogre-based application and their sales numbers (either from Steam or some other source), let us know in this forum thread. Thanks!
With all the crazy news about many high-profile game engines either dropping their prices or getting rid of them completely (with a royalty catch of course), we want to highlight one new game engine that uses Ogre as its rendering component: Skyline by Aurasoft.
The just entered the public beta stadium and published their new website.
Thanks to your awesome Ogre3D rending solution we can focus on leveraging superb visuals and cannot wait to see what we can do with Ogre V2.0.
Skyline has now been released as a public beta with both a free and retail version. The retail version is fully commercial with no royalties or earning restrictions and is a low cost game development solution. We have a new website and forums complete with an asset store (which still under dev): http://www.chi-ad.com/Skyline/Site/
Below a few screenshots of their editor and some sample scenes. More can be viewed directly on the engine’s website.
They were also featured some weeks ago in the IGM. Check out the article here.
Skyline main site: http://www.chi-ad.com/Skyline/Site/
Skyline forums: http://www.chi-ad.com/Skyline/Forum/
Skyline asset store: http://www.chi-ad.com/Skyline/AssetStore/index.php?route=common/home
Once again, we want to highlight one of the many games based on Ogre3D that have come out recently. This time: “Shadows: Heretic Kingdoms“.
As usual we asked the team behind the game if they could share some insights into the Ogre3D usage and how the game was built in general, and the guys from bitComposer were kind enough to provide those:
- The game was developed on an older Ogre version, but continually upgraded to the most recent versions (currently 1.10). We are thrilled to get the game to Ogre 2.0 though as there are some limits which we are not able to overcome with the 1.x versions (mostly related to hyper-threading and slow scene management).
- Apart of a few bugs fixes we have not made any modifications to Ogre core. However, we are using some extensions of shader rendering pipeline. To be more specific, we have modified deferred shading with cubemaps projected lights, added off-screen particles, outlines glow and color correction to name the biggest changes.
- We are supporting both DirectX 9 and DirectX 11 renderers. DX11 was included because of the improper detection of graphics cards on some computer with multiple graphics cards with DX9 version.
- For 3D modelling, animation and export we are using Maya. Some outsources create their models in 3D Studio and we import those into Maya environment and export into the games.
- We have developed our own editor which we are using for scene assembling which includes ragdoll editors, lightning.
- For particle effects we are using Particle Universe with in-game editor for seamless implementation of particles to the game environments.
- For physics simulation in Shadows we have used the Bullet library (mostly for collisions and ragdolls).
- Scripting is done using LUA language. A lot of external files are XML formatted.
- For text content handling (there is a lot of text content as you can imagine) we are using our own proprietary tool Locedit which is also available for 3rd parties if someone may be interested in. It features multiple languages, Unicode, subtitler for movies, XLS export/import, voice check and direction, etc.
- Game content is encrypted and packed to improve loading times.
- User generated content is planned to be distributed using Steamworks.
- The entire toolset will be released for the community together with the game sometimes in the near future. We believe that Ogre community may benefit from our tools even for their own projects… It certainly will lack the polish and proper documentation of Unreal but it likely may be the most complex tool for Ogre and available for all Shadows owners without any additional fee.
- We are currently starting porting of Shadows to Ogre 2.0 together with the Ogre team, so I hope our work will contribute to early availability of complete 2.0 version of Ogre.
You can see more videos and screenshots on Steam where you of course can also purchase the game: Shadows Heretic Kingdoms @ Steam
Below a first look at the editor that was used for the game and is planned to be released to the public in the near future:
Good news: The Ogre3D powered game “Void Destroyer” has left the Early Alpha stage and is now officially released.
Until the 27th of January you can profit from the introduction promotion (25% off) on Steam. Give it a try!
Dear Ogre community,
in case you missed this thread so far, we want to highlight “MASA LIFE“:
A one-stop middleware for efficiently authoring and simulating behavior
They just released version 1.5 of their product and you can register on their website to receive a trial version. Some of the features it includes are:
- Rapid prototype behaviors/AI
- Visual modeling of reusable behaviors empowering designers with intuitive graphical editors (Behavior Trees, Navigation, Knowledge,…).
- Graphical (remote) debugging & inspection.
- Sparking life: integrate with our cross-platform SDK and deploy easily with a single-click of a button.
- Extensive getting-started experience and documentation.