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Amazon releases new free game engine Lumberyard (based on CryEngine)

element

Member
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.

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.
 
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.

But that's on on par with other providers I'd imagine?
 
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.

Thanks for the information.
 
I guess this is what came of that deal between amazing on Crytek a while ago that reportedly saved Crytek.

I love the look of the CryEngine but the one thing you always hear is Crytek sucks at giving support so no one uses it.


A CryEngines base + Amazon support could be a real amazing combination.
 
What's the names of the pirate and the van helsing games? They looked really good.

And damn at this announcement. There's a shot which seems to be really easy to delegate a task to the cloud. I wonder how it will impact Ms' plans, as apparently Amazon is beating them to the punch in making the tech available.
 
This is pretty awesome for devs , crytek always had iffy support but under a giant like Amazon I think it could grow to be pretty huge . Locking to there network services would actually be a good thing for small hobby devs like me , no need for pun or any other network solutions .

Also not a huge twitch user but that integration could be an awesome way to build a following.ultimately for a non artist like me it will boil down to what models they support and will they have a dedicated store like unity (one of the big reasons I use unity atm)
 

desu

Member
Another thing is, currently if you want to play around with CE you either have to take the very old and oudated free version or get a subscription on Steam. This thing pretty much kills any reason to get that sub (not that I think that they really have that many subs anyway) for anyone that wants to dive into the engine and try it out.
 

Somnid

Member
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.
 
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 can’t wait to show you what we’re working on, but we’ll have to ask you to stay tuned for now.

.
 

Somnid

Member
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.

This is not super important though. Unless you're running League of Legends or something that is so utterly massive and has a reliable player count you'll never get to that point. Your in house hosting will never have the same uptime, nor will it be easy to add servers for surge usage or remove them as things decline.
 

Blanquito

Member
Seems like a smart move if the integration is tight and makes auto scaling easier.

They probably saw how MS was integrating azure into their sdks and wanted to make sure they had a comparable product.
 

CHC

Member
This is pretty cool. With the whole idea of Amazon making a move into gaming, I was very skeptical... it seemed like something that might be half-assed, but this looks pretty fancy. More free game toolsets are great.
 

JaggedSac

Member
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 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.

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 don’t make any money, and it’s 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.
 
Fascinating. I can't wait to see what comes out of this engine.

Brilliant move on their part too. They can make all that money back through the integration of their own services.
 

Nirolak

Mrgrgr
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.

I'm pretty sure the screenshots in the OP are from some of their own games (both existing and canceled) plus the one Gunfire is making.

Like the Clash of Clans-esque one I'm assuming is the third person melee combat MOBA from Amazon Seattle.
 

leeh

Member
No Lumberyard game will release on XBone then.
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.

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.
XBL API's. You don't talk directly in the engine, that's the point of the API.
 

Harlequin

Member
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.

In the FAQ they specifically mention that you'll be able to develop for Xbox One and PS4, 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.

Not every game has online features though and I'm sure that's something Amazon has probably worked out with Microsoft.
 

Quentyn

Member
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.

Yes. They cover that in the FAQ.

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.
 

IvorB

Member

Seems like a pretty big investment in the hope that people will build some games to use their services but I guess Amazon is all about leveraging their services and playing the long game. Seems like it wasn't too long ago I was reading about the licensing deal so they turned that around pretty quickly.
 
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.

Yeah I'm a programmer, but I've no idea about the workflow of creating a game.
 
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.

Yeah, is this surprising? Servers aren't cheap, those prices are in line with most other cloud based server providers, and spinning up your own HW is not only expensive, but non-trivial (and would require full time server admins).

I don't see how this is a tradeoff. A small company won't ever acrue those kinds of server costs and a company with a game popular enough to would presumably have calculated the cost benefit of not having to use their own HW
 

desu

Member
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?

In short, you're fucked (thats why I already said the asset pipeline sucks if you're an Indie). CE simply is an engine tailored towards AAA development with Autodesk products. I admit I have not kept up with every detail in the last 1-2 years, I remember they wanted to improve on this but I am not sure how far they have ever gotten).

There are some efforts like https://github.com/travnick/CryBlend/releases from the community but in general CE has always fallen off my list due to this. UE4/Unity is much better (not perfect) in this regard.

Yay for Modo ;).
 

thomasmahler

Moon Studios
Unity still has the best documentation out there. I recently tried to dabble with UE4, but the documentation is horrible and if you're stuck on something, you're basically on your own.

CryEngine was even worse. The fact that almost nobody other than Crytek ever used CryEngine for anything also worries me as a developer.

I'd guess it'll take years and years before this thing becomes a tool that can challenge Unity. Just being able to produce sexy graphics isn't enough, it needs to be super easy to use, the documentation needs to be great, it needs to be super extensible and it needs to run on any and all systems for this thing to become viable.
 

onQ123

Member
Cool, but why? I don't see how Amazon can profit from this, other than professional use of their cloud with it.

Twitch ads built into the games. (Not for the person playing the game but the viewers, make them want to interact with the gamers more then have them deal with ads as they wait to get back to the interacting.)
 

tuxfool

Banned
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.

None of these are Open Source.
 

RoboPlato

I'd be in the dick
Interesting. Always good to have more easily accessible engines out there and a version of CryEngine with a better workflow/netcode is quite nice.
 
I'll definitely be tinkering with it this weekend and I think I'll make it a goal to use it for my next Ludum Dare game jam as a challenge coming up in the next few months.

However it seems pretty close to the stock CryEngine, just with a lot of AWS features and a lot of other third party tools. Interesting enough. Uses lua as the scripting layer, can also use C++ natively.

However the issue of only being allowed to use AWS infrastructure for reading/writing any data can hamper commercial adoption when they don't want to rely or use AWS infrastructure, so i.e you can't use Microsoft's Azure for your game or even your own infrastructure it seems. I get that's the caveat but I don't feel that's a caveat large productions will accept, seems suited for smaller productions and indies. A lot of projects won't be comfortable with only being allowed to use AWS for server infrastructure of any kind that their game may require, whether it's as small as posting high scores to a web page to game servers, it'll need to be done via AWS.

Edit: Nevermind it seems you can use your own hardware/network infrastructure, just not a competitor's like Microsoft's Azure. If you use a third party, it has to be AWS. If you run your own, it's fine. That's cool.

From the FAQ, (wasn't loading for me earlier).

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.

So basically if you use a web service it HAS to be AWS, but you don't have to if you have your own infrastructure. They just basically don't want people using stuff like Microsoft's Azure which is totally reasonable.
 

Nirolak

Mrgrgr
Interesting! Wonder what their internal studios are cooking up
Both Amazon Seattle and Double Helix seem to be working on online competitive games.

Amazon Seattle's is rumored to be some kind of third person melee action take on MOBAs.

For Double Helix, it isn't clear exactly what they're doing, though I suspect there's some hints in at least one of the OP screenshots. Which of them would be hard to say.

They also have another California studio, but it's unclear if they make core oriented games.
 
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.

]: That blows. I was looking forward to that one. Tragic can't catch a damn break.
 
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