Amazon Web Services Releases Lumberyard Beta 1.11
Subject: General Tech | September 30, 2017 - 05:57 PM | Scott Michaud
Tagged: pc gaming, lumberyard, amazon
As we mentioned last week, Amazon has been pushing their Lumberyard fork of CryEngine into their own direction. It turns out that much of their future roadmap was actually slated for last Friday, with the release of Lumberyard 1.11.
This version replaces Crytek’s Flow Graph with Amazon’s Script Canvas visual scripting system. (Think Blueprints from Unreal Engine 4.) This lets developers design logic in a flowchart-like interface and attach it to relevant objects... building them up like blocks. Visual scripting is one area that Unity hasn’t (by default) gotten into, as they favour written scripting languages, such as C#. (Lumberyard also allows components to be written in C++ and LUA, btw.)
It also replaces Crytek’s CryAnimation, Geppetto, and Mannequin with the EMotion FX animation system from Mystic Game Development. Interestingly, this middleware was flying under the radar recently. It was popular around the 2006-2009 timeframe with titles such as Gothic 3, Warhammer Online: Age of Reckoning, and Risen. It was also intergrated into 2010’s The Lord of the Rings: Aragorn’s Quest, and that’s about it as far as we know -- a few racing games, too. I’m curious to see how development advanced over the last ten-or-so years, unless its use is more widespread than they’re allowed to announce. Regardless, they are now in Lumberyard 1.11 as their primary animation system, so people can get their hands on it and see for themselves.
If you’re interested in developing a game in Amazon Lumberyard, this release has basically all of their forward-looking systems in place. Even though a lot of features are still experimental, and the engine is still in beta, I don’t think you have to worry about being forced to develop in a system that will be deprecated at this point.
Lumberyard is free to develop on, as long as you use Amazon Web Services for online services (or you run your own servers).