AWS Lumberyard – a developer’s journey part 3
Making my first Lumberyard game. Following the online tutorial, parts 2 - 5.
I’ve created a base world terrain, then added the demo player character to it. The first thing I’ve realised here is that this is a fully articulated, animated character with multiple poses, sound effects and controlled by the keyboard and mouse.
This didn’t just happen by dropping an asset on the level! The player slice is made up of 19 separate entities, each of which has materials, lights, scripts, particles, bone systems etc attached to them. That’s a lot of work just visualising and planning how that all fits together.
The second is that my character is doing his best Snowman impression by “walking in the air”!
Looked in the entity explorer, changed the z (up and down) translation to 0 from 2 and he is now beneath the ground. Returned it back to 2 which is a slight hover. Added in the door and tower components as per tutorial. These also float randomly in the air but much worse. I turned on “follow terrain and snap to objects” and managed to ground them.
I set the y (into and out of screen) value to 250 so they were in a straight line, then locked the x axis and moved them along that. The door and tower either overlap or have a huge gap. I dropped the snap to grid value to 0.25 instead of the default 1 and this has given me some better precision – I still have an overlap, but not too bad. The tutorial suggests turn snap off completely but that seems pointless to me.
This highlights another thing to consider – how wide are things relative to the grid spacing? You need to ensure that all your doors and walls etc line up and the simplest way to do this is making them multiples of the grid spacing wide.
I’ve ploughed on and got to the end of the fifth tutorial, and made a simple realisation. This tutorial is not how to use Lumberyard, but how to re-construct a deconstructed set of assets. I’m not really sure what I’m doing – I appear to be just gluing objects together. Compare this to the equivalent Unity beginner tutorial, where for example, I typed in the script instead of just adding a pre-made code slice to the scene.
I’m going to take a step sideways and look at either Twitch (live streaming) or Blender (to create some assets) next.