Phoenix Fang
Banned
So can anyone explain to us non tech guys what's the catch and how good is the engine?
It is pretty much what CryEngine was 6 months ago with better importer, netcode from DoubleHelix (used in Killer Instinct), and built in ties to Amazon Cloud Services and Twitch.So can anyone explain to us non tech guys what's the catch and how good is the engine?
Looking at the documentation, it is pretty clear that you can roll your own services BUT it must run on your own hardware. Can't used virtualized cloud services unless they are via AWS.
So no Azure, OVH, Codero, Digital Ocean, Rackspace, Linode and tons of others.
Would require you buying hardware and leasing space in a colo.
It turns into a tradeoff. This is amazing for studios who want to mitigate risk and with zero upfront cost, but in some situations your monthly bill to AWS could be HUGE, like six figure huge if your game blows up. GameLift their game service for AWS has a pretty good breakdown of pricing. http://aws.amazon.com/gamelift/pricing/
Take that math and put it against ARK or RUST numbers you are at $165k to $200k a month in just server costs.
All of them free, with Linux support and two of them(3 if we count UE4) open source.
Q. What device platforms does Lumberyard support?
Lumberyard currently supports PC, Xbox One, and PlayStation 4. Mobile support for iOS and Android devices is coming soon, along with additional support for Mac and Linux.
It is pretty much what CryEngine was 6 months ago with better importer, netcode from DoubleHelix (used in Killer Instinct), and built in ties to Amazon Cloud Services and Twitch.
Technically from a rendering standpoint, it is just as good as anything out there.
Workflow, is TBD. CryEngine was very quirky at times.
It is a very welcome addition to technology and the price is right, if you build your game correctly.
Wow, this seems big, engine licensing is expensive so it could be very lucrative to devs who are cost conscious. Also, if they can provide push-button online infrastructure that's a huge plus too. Very sneaky, though I wonder if this confirms they are not working on their own games, or does it mean they are going to dog-food their own engine.
Q. Is Amazon Game Studios using Lumberyard to build games?
Yes. We cant wait to show you what were working on, but well have to ask you to stay tuned for now.
as above post stated, it is about upfront cost. AWS is a good deal, but there is a tipping point where long term it would be cheaper to buy your own hardware.
This is really great for smaller studios that doesn't have the capital to invest in their own hardware, but it TOTALLY could bite you in the ass if not managed correctly.
They bought HUNT: Horrors of the Gilded Age assets? Thats interesting.
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Wanderer, Evolve, Everyone Gone Rapture and i'm pretty sure there was a 4th.
Oh yeah, of course. But it's optional, and don't need to use their AWS service and use your own servers. Definitely smart especially for those that don't want to deal with multiple services and just want everything with one company.
EDIT: However, they don't let you use other AWS services.
From their FAQ:
Q. Do I have to run my game on AWS?
No. If you own and operate your own private servers, you do not need to use AWS. You also dont need to use AWS if your game does not use any servers. For example, if you release a free-standing single‐player or local-only multiplayer game, you pay us nothing.
Q. Can my game use an alternate web service instead of AWS?
No. If your game servers use a non-AWS alternate web service, we obviously dont make any money, and its more difficult for us to support future development of Lumberyard. By alternate web service we mean any non-AWS web service that is similar to or can act as a replacement for Amazon EC2, Amazon Lambda, Amazon DynamoDB, Amazon RDS, Amazon S3, Amazon EBS, Amazon EC2 Container Service, or Amazon GameLift. You can use hardware you own and operate for your game servers.
Q. Is it okay for me to use my own servers?
Yes. You can use hardware you own and operate for your game.
No Lumberyard game will release on XBone then.
Why not?
Wow, this seems big, engine licensing is expensive so it could be very lucrative to devs who are cost conscious. Also, if they can provide push-button online infrastructure that's a huge plus too. Very sneaky, though I wonder if this confirms they are not working on their own games, or does it mean they are going to dog-food their own engine.
More games use 3rd party cloud services than there are 1st parties which use Azure. Of course you'll be able to use the engine.No Lumberyard game will release on XBone then.
XBL API's. You don't talk directly in the engine, that's the point of the API.Seems like all games on Bone would have to communicate with Azure for profile related things and cloud saves. Guess that stuff is probably given a pass though.
Seems like all games on Bone would have to communicate with Azure for profile related things and cloud saves. Guess that stuff is probably given a pass though.
Seems like all games on Bone would have to communicate with Azure for profile related things and cloud saves. Guess that stuff is probably given a pass though.
Seems like all games on Bone would have to communicate with Azure for profile related things and cloud saves. Guess that stuff is probably given a pass though.
Q. Can my Lumberyard game connect to services like Steamworks, Apple Game Center, Google Play Games, or console social services?
Yes. Your game may read and write data to platform services and public third-party game services for player save state, identity, social graph, matchmaking, chat, notifications, achievements, leaderboards, advertising, player acquisition, in-game purchasing, analytics, and crash reporting.
In the FAQ they specifically mention that you'll be able to develop for Xbox One and PS4, though.
Hmmm... what is Amazon up to?
Aws.
Depends on what you are trying to make. Out of the box I'd personally say UE4 is the easiest, mostly because they have done a good job providing solid genre examples. The workflow is pretty straight forward and Kismet is simple for non-programmers to understand.
If you have any coding background then Unity would be the second choice. Some good tutorials out there.
Looking at the documentation, it is pretty clear that you can roll your own services BUT it must run on your own hardware. Can't used virtualized cloud services unless they are via AWS.
So no Azure, OVH, Codero, Digital Ocean, Rackspace, Linode and tons of others.
Would require you buying hardware and leasing space in a colo.
It turns into a tradeoff. This is amazing for studios who want to mitigate risk and with zero upfront cost, but in some situations your monthly bill to AWS could be HUGE, like six figure huge if your game blows up. GameLift their game service for AWS has a pretty good breakdown of pricing. http://aws.amazon.com/gamelift/pricing/
Take that math and put it against ARK or RUST numbers you are at $165k to $200k a month in just server costs.
It doesn't support FBX? That's strange.
Say what you will about Amazon, but I appreciate it when a successful company re-invests its money in a variety of ventures rather than sitting on it.Amazon: The Game Engine
Amazon: The Lunchbox
Amazon: The Flamethrower
A plug-in for Maya/Max is probably just as good as exporting in FBX technically, but that surely leaves a ton of practical problems.
Question: what happens if you want to work with Blender/Modo/Cinema4D/Houdini instead of Maya?
Cool, but why? I don't see how Amazon can profit from this, other than professional use of their cloud with it.
Are we seeing a golden age of graphic engines?
- Unreal Engine 4
- Unity3d
- Cryengine
- Lumberyard
- Open Source 2(please Valve)
All of them free, with Linux support and two of them(3 if we count UE4) open source.
Q. Do I have to run my game on AWS?
No. If you own and operate your own private servers, you do not need to use AWS. You also don’t need to use AWS if your game does not use any servers. For example, if you release a free-standing single‐player or local-only multiplayer game, you pay us nothing.
No, they didn't. Crytek moved that to Frankfurt and killed it. Gunfire Games is working on original game, probably looks similar since it is the same art director and artists.
Both Amazon Seattle and Double Helix seem to be working on online competitive games.Interesting! Wonder what their internal studios are cooking up
No, they didn't. Crytek moved that to Frankfurt and killed it. Gunfire Games is working on original game, probably looks similar since it is the same art director and artists.