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 created a good deal of sound design examples ourselves throughout this chapter, and explored a huge variety of sound topics. Specifically, we covered how to get our first raw sound into a playable engine format, starting from creating an FMOD Designer project, all the way to assigning the event created within FMOD, to an AmbientVolume entity within a level. We also discussed some important FMOD parameters that we can assign to sound events, which include spread, distance, battle, daylight, particlefx, and environment. The sound browser was discussed briefly, which can preview the effects of these parameters.

We created events for other useful entities, such as RandomSoundVolumes and ReverbVolumes. Finally, we saw where to assign sound events to weapons, and discussed the SCAR.xml example and some specifics on its workflow and setup. Now that we've learned how to put the final touch on our player experience using sound, we are ready to share it with the world!