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

Using trigger entities with Flow Graph


A common technique for games is to use a combination of triggers and Flow Graphed logic, to force certain events to occur based on what the player is doing or has even done already. This is where you create the experience for the player. A reason why you want to implement scripted events with triggers is to introduce new traps, new gameplay elements, and other situations. If there is a new type of enemy or a very dangerous portion of the level coming up, a scripted event can be used as a powerful design tool that can communicate important information and focus the player.

When working on level's within the CryENGINE SDK, a designer has access to different types of triggers, some of which operate on a proximity basis where they check how far the player is from the center of the trigger, and some which are even simpler, such as checking whether the player enters or exits a certain area.