Lumberyard game engine


  • Traverse Team

    Discussion about the newly announced, Cryengine based Amazon's Lumberyard. [moved from Introduce yourself topic]


  • Traverse Team

    Its a shame Lumberyard locks you with Amazon Web Services for hosting -- that would be a lot more expensive for us than Unreal Engine with 'host where you like'



  • Not too sure if it's actually locked into it, it's just integrated with their service which is pretty understandable, it's what they'll be making their money from and it looks pretty solid.


  • Traverse Team

    That recent post on Gamasutra says "Monetization for Lumberyard will come strictly through the use of Amazon Web Services' cloud computing. If you use the engine for your game, you're permitted to roll your own server tech, but if you're using a third-party provider, it has to be Amazon."



  • Ahhh, that's pretty cheeky, but if the engine functions well it won't be a deal breaker. Either way with the new competition things should get a bit more interesting.


  • Traverse Team

    AWS is good quality, solid, easilly scalable, but a bit pricey.. you just won't have the freedom to shop around.. I guess they still need to make money somehow.

    For our game, over half of the revenue will go to cover hosting fees (since we don't plan to charge subscription), and that's at providers with much more competitive rates than AWS.. Our architecture is a bit unusual though, voxels increase RAM requirements of the server, and number of unique planets (they're all unique) increase both CPU and RAM requirements..



  • Yeah, I can see that, especially with a planet per player that's gonna blow up quite fast. Anyway, we've digressed quite a lot from the original topic.



  • @xulture Installed yesterday de Engine :D quite impressive! Not happy to forced to an Amazon Account but lets see how much it changes.



  • AWS would be good for games that can vary in how much RAM and Processing they need hour to hour. You only pay for what you're using, instead of paying a set price for what you think could be the maximum you need. It's an interesting set up, but would probably require subscription based games to make it worthwhile.
    On another note, you only need to purchase AWS for multiplayer integration. If your game is single player, there is no need. So a game that is set priced for single player, with a subscription for multiplayer could do fairly well, but those kinds of games are few and far between nowadays.

    It'll be interesting to see how it develops.



  • I have been messing around with it and having some fun. There are some things that are extremely intuitive and work rather well. But on the other hand major things are cumbersome and just don't work.

    They need a proper .FBX importer
    They need Substance implemented into their pipeline
    They need a Marketplace for Assets.


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