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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

Summary


In this chapter, we reviewed game animation concepts and discussed external content creation tools that are needed to create animations. In addition to revisiting Geppetto, you were introduced to Mannequin, Lumberyard's animation tool. The complexities of Mannequin were broached with suggestions to explore the game engine's documentation for advanced uses of the system. Mannequin's user interface was fully explored.

We also took a preview of Flow Graphs, Lumberyard's visual scripting system. We used Flow Graphs to look behind the green curtain and learn how animations are governed. Both user-initiated and automatic animations were covered. This preview of Flow Graphs will serve as a nice primer for the next chapter.

In the next chapter, we will start creating gameplay. This will include a look at game logic, AI, and game physics. We will look at pre-built examples and create gameplay of our own.

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