Book Image

CryENGINE 3 Game Development: Beginner's Guide

Book Image

CryENGINE 3 Game Development: Beginner's Guide

Overview of this book

CryENGINE is a complete game development environment used by AAA game development studio Crytek to produce blockbuster games such as Crysis 1, 2 and 3. This complete Beginner's Guide takes the would be game developer through the steps required to create a game world complete with event scripting, user interface and 3D environment in the free CryENGINE SDK. Learn to create game worlds with the CryENGINE 3 Sandbox, the tool used to create AAA games like the soon to be released Crysis 3. Follow straightforward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, script with Lua and code with C++. Learn to navigate the interface within the CryENGINE 3 Sandbox, the tool used to create AAA games like Crysis 1 and 2, as well as the soon to be released Crysis 3. Learn to create your own worlds by following straight forward examples to sculpt the terrain, place vegetation, set up lighting, create game sounds, and script with the Lua language. The book covers all beginner aspects of game development including an introduction to C++ for non- coders.
Table of Contents (18 chapters)
CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


We've discussed and explored some practical uses of using Track View for creating cinematic cutscenes and scripted events. We've seen how to sequence objects, animations, and entities in a scene, and how they can be triggered by our player or by debug inputs. We saw that the sequences can be played either as a detached cutscene or from a completely different perspective of another camera.

We also saw that sequences created with Track View can be triggered in the game with a specific Flow Graph node named Animations:PlaySequence. Now that we are able to make our own prescripted events and cutscenes, we can add a good deal of experience and variety to our levels and games.

Now that we've learned about animating and sequences, let's learn how to make these as immersive as possible by adding sound and music to our game, which is the topic of the next chapter.