Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Learning AWS Lumberyard Game Development

You're reading from  Learning AWS Lumberyard Game Development

Product type Book
Published in Oct 2016
Publisher Packt
ISBN-13 9781786460868
Pages 268 pages
Edition 1st Edition
Languages
Author (1):
Dr. Edward Lavieri Dr. Edward Lavieri
Profile icon Dr. Edward Lavieri

Table of Contents (18) Chapters

Learning AWS Lumberyard Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Welcome to the Lumberyard 2. Planning Your Game in the Lumberyard 3. Constructing an Immersive 3D Game World 4. Creating 3D Characters 5. Animating Your Characters 6. Creating Gameplay 7. Creating Multiplayer Gameplay 8. Bringing Your Game to Life with Audio and Sound Effects 9. Employing Cloud Computing and Storage 10. Engaging With Users Using Twitch 11. Providing Your Game to the World 12. Stretching Your Lumberyard Wings

Chapter 11.  Providing Your Game to the World

In the previous chapter, we explored Twitch, Twitch ChatPlay, Twitch JoinIn, and the Twitch API. We learned how the use of Twitch ChatPlay allows game viewers to directly interact with games we create in Lumberyard. We demonstrated this feature in the previous chapter, giving you hands-on experience at creating that type of interaction.

The aim of this chapter is to provide an overview of the steps necessary to publish your game once it is completed, that is, make your game available for others to play. Specifically, we will look at game builds, and how to test them, debug them, and release them.

After reading this chapter, you will:

  • Learn which distribution platforms Lumberyard supports

  • Grasp the requirements for publishing to gaming consoles

  • Understand the complexities involved in generating game builds

  • Be able to identify the three types of game build supported by Lumberyard

  • Learn the components and requirements of each game build type

  • Understand...

Taking your game beyond the Lumberyard Editor


So far we have created game levels and explored existing sample game levels to learn how to use the Lumberyard Editor and its primary functionality. In each case, we played the game using Game Mode within the Editor. That is great for testing your games, but you cannot expect users to have a copy of the Lumberyard Editor. So, we need to publish the game in a format that permits others to play it.

We can use Lumberyard to create games for computers running the Windows operating system and the Xbox One and PlayStation 4 game consoles. At the time of this book's publication, support for deploying to mobile devices running iOS and Android was in preview, and therefore not covered in this chapter. In addition, support for computers running the Mac and Linux will be forthcoming.

Next, we will look at the external requirements for publishing to the Xbox One and PlayStation 4 game consoles. Then, we will conclude this section with an overview of publishing...

Generating game builds


When you complete your game, it will likely consist of several hundred files. These files will include libraries, scripts, textures, object files, and more. Creating a game build is the process of combining these files into a compiled version of your game. Lumberyard supports the creation of several types of build.

We can create release builds that can be used to distribute our game. The same type of build would be used for demo versions of a game. This type of release compiles the game into an *.exe file. So the build will consist of a single file, such as yourgame.exe.

Lumberyard also supports generating a debug game build. It is used to debug the game and includes several tests including thorough memory tests.

The third type of game build in Lumberyard is the profile build. This type of build is ideal for performance testing.

Release builds

Release builds are generated in order to provide your game to others in a playable format. This section provides an overview of...

Lumberyard's testing tools


In the previous section, we indicated that debug and profile builds can be used for debugging and testing your game. Debugging and testing are usually internal to a game project's team. Lumberyard supports these efforts with a couple of utilities. In this section, we will provide an overview of two tools that are part of Lumberyard's utility set: AzTestScanner and Statoscope Profiler.

AzTestScanner

The AzTestScanner utility can be run manually from the command prompt. You will need to locate the AZtestRunner.exe file on your system. Alternatively, you can use the lmbr_test.cmd script. This script file, located in the \dev directory, sets local and Python paths, sets a few properties, and then runs the command python -m aztest.

This scanning utility tests libraries and generates three reports. The first report is a detailed text log of the scanning results. Each library and executable file tested will have a corresponding XML file generated with test results specific...

Summary


In this chapter, we reviewed, at a high-level, the steps necessary to publish your Lumberyard games so that they are accessible to others. We looked at the different distribution platforms supported by Lumberyard and additional requirements for console development. We reviewed the three types of game build (release, debug, profile) and their uses. We also looked at two of the testing tools bundled with Lumberyard.

In the next (and final) chapter, we will take a glimpse at what is possible with Lumberyard, beyond the basics. We will explore concepts such as Virtual Reality, the Waf Build system, Lumberyard's cinematics system, system streaming, and memory handling. We will also explore Amazon Web Services to uncover key additional services not covered in previous chapters.

lock icon The rest of the chapter is locked
You have been reading a chapter from
Learning AWS Lumberyard Game Development
Published in: Oct 2016 Publisher: Packt ISBN-13: 9781786460868
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime}