Book Image

Learning AWS Lumberyard Game Development

By : Dr. Edward Lavieri
Book Image

Learning AWS Lumberyard Game Development

By: Dr. Edward Lavieri

Overview of this book

Amazon’s Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and more efficient. This book will show you how to use Lumberyard to create a multiplayer 3D game with cloud computing, storage, and Twitch integration for user engagement. We will start with an introduction to Lumberyard and provide an overview of its capabilities and integration options. Once the game engine is installed, we’ll guide you through the creation of an immersive game world with characters. You’ll add animations and audio to bring the game to life. We’ll explore external interactions to support live multiplayer game play, data storage, user engagement, and the back end. By the end of the book, you will be efficient in building cross-platform games using Lumberyard.
Table of Contents (18 chapters)
Learning AWS Lumberyard Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface

Introducing Mannequin


Lumberyard's Mannequin system is a key feature of the game engine and one that sets it apart from other game engines. With Mannequin, we can define movement fragments that are part of a set, or family, of movements. Each movement is given a unique identification so that it can be referenced by code and for grouping. As an example, we might have a power drink in our game that, when consumed, our character exhibits new behaviors. These might be longer strides, faster running, shaky hands, and a widened look of the eyes. Each of these can be crafted as movement fragments and grouped together and employed as needed.

This level of specificity allows us to create realistic animations in reaction to in-game behaviors, other characters, and environmental components. Nearly every character has a walk cycle. Imagine if your character had extreme fatigue based on a lack of water consumption and exposure to desert heat. That character might walk a bit differently. Instead of creating...