Hi Ogre3D community,

many of you might already have heard of the new Ogre3D-powered game “Salvation Prophecy”. It definitely deserves a mention here in our news blog and the fact that it has just been entered into Steam Greenlight makes for a perfect moment to share some additional information about it that the creator Sean Lindskog was kind enough to provide:

Game Overview

Salvation Prophecy is a military space epic. Human, mutant, and robotic factions are at war for galactic domination. Battles rage as space fleets collide, and planet invasions clash against fortified enemy colonies. Yet the greatest danger is the impending annihilation foretold by an apocalyptic prophecy. You must seek out the mysteries of distant alien worlds, and master ancient powers to withstand the coming storm.

Key Features

  • Space Combat
  • Planet Battles
  • Alien Planet Exploration
  • Military Command

See website for details: www.salvationprophecy.com
Buy on GamersGate: www.gamersgate.com/dd-salvation/salvation-prophecy
Buy on Desura: www.desura.com/games/salvation-prophecy

*** Important request to the Ogre3D community ***

Please help Salvaton Prophecy get on Steam by clicking here and hitting “vote”:

Steam “Salvation Prophecy” Vote Link

Thank you fellow ogres, every vote counts!

Use of Ogre Tech:

Ogre provided an excellent graphical platform to create the many different environments and effects within Salvation Prophecy, including space scenes, space station interiors, and planet landscapes.

A brief list:

  • terrain rendering with Ogitor editing pipeline
  • efficient batch rendering of environment via static geometry
  • efficient rendering of landscape environments via paged geometry plugin
  • combined PSSM shadows and single pass, multi-light, per-pixel-lighting shaders
  • character animation, including smooth animation blending and ramping
  • efficient billboardset rendering for vast amounts of laser fire
  • fancy explosions and effects via the Particle Universe plugin
  • shader customization for a wide range of damage effects
  • post processing effects for motion blur and other custom sci-fi effects
  • 3D text rendering for the in-game “holo screens” via Gorilla plugin
  • flexible integration with middleware:  PhysX, CEGUI, FMOD, and OIS