Here is updated feedback for Lumberyard 22.214.171.124:
Amazon Lumberyard 126.96.36.199 has made significant progress, but here is a very exhaustive list of everything that Lumberyard is still missing and still needs:
01 - Video tutorials about Script Canvas (Medium and advanced )
02 - Video tutorials about EmotionFX (Medium and advanced )
03 - Video tutorials about how to make the Starter Game with ScriptCanvas/EmotionFX
04 - Video tutorials about basic and primary definitions in relation to the new node base language script canvas and emotionFX
05 - Create / Split YouTube Tutorial playlists based on video tutorials (AI Playlist / Script Canvas Playlist / UI-Script Canvas Control Playlist / Particle System Playlist , etc )
06 - Add new Realtime/Runtime Character Creation by 3Lateral to Lumberyard (same used by Star Citizen / Cloud Imperium Games), to create unique realtime/runtime photorealistic facial and realtime character customization (in-game).
07 - Add new Character “Clothing” tech (ability to “cull” clothing layers, etc.) to Lumberyard (same used by Star Citizen / Cloud Imperium Games), to add the ability to add layers of clothing and take them on/off in real-time/runtime rendering. See here.
08 - Make new Components like as Cloth/SoftBody/Fog/Cable/Vehicle/IAB , etc in realtime/runtime, without c++ compile (I saw this components in UE4 /CE5 without c++ compile)
09 - Add at least FIVE default platforms menu option features on the base platforms (without C++ code / OR compile c++ code in the foreground lumberyard )
File menu -> export Game option (Windows)
File menu -> export Game option (Android)
File menu -> export Game option (XBOX One S)
File menu -> export Game option (iOS)
File menu -> export Game option (Fire OS / Fire HD Tablet / Fire TV)
10 - Add Visual Studio 2017 support to Lumberyard [IMMEDIATELY]
11 - Add 3ds Max 2017/2018/2019 support to Lumberyard [IMMEDIATELY]
12 - Add Maya 2017/2018/2019 support to Lumberyard [IMMEDIATELY]
13 - Add Mudbox 2017/2018/2019 support to Lumberyard [IMMEDIATELY]
14 - Add Blender 2.8.x support to Lumberyard [IMMEDIATELY]
15 - Add Substance support to Lumberyard [IMMEDIATELY]
16 - Add Houdini 16.5.x support to Lumberyard [IMMEDIATELY]
[Third-party developer tools support is terrible. Please hire additional Lumberyard developers to focus 100% SOLELY on adding third-party developer tools support to Lumberyard - i.e. Visual Studio 2017/2019, 3ds Max 2017/2018/2019, Maya 2017/2018/2019, Mudbox 2017/2018/2019, Blender 2.8.x, Substance, Houdini 16.5, etc.]
17 - Highly Detailed (and updated) LUMBERYARD ROAD MAP of features (identical to what Crytek, Unity Tech and Epic Games does) that shows exactly what features / feature requests are currently being worked on, which are scheduled, which features are currently being worked on (and who is assigned to each feature/task), as well as the feature “completion percentage”, and timeline/release schedule as to when each feature/request is scheduled to be released/added to Lumberyard (what version of Lumberyard / Release Schedule). i.e. “Visual Studio 2017 Support - scheduled to be added in Lumberyard 188.8.131.52” (to let us know when the features will be added, and the expected release dates for point releases).
18 - Out of box “64-bit Large World Support and 64-bit world positions” (64-bit double-bit precision) gems (that can be added) to support “infinitely” large worlds, and supplemental procedural generation content tools for large worlds should be a major priority as well (identical to what Star Citizen / Cloud Imperium Games is using with Lumberyard). [Hire Sean Tracy from CryTek / Cloud Imperium Games to implement this code/feature into Lumberyard, it shouldn’t take more than 2 weeks of coding, and less than 8 hours to incorporate into Lumberyard, since Sean Tracy has already done this feature/work for Lumberyard for Star Citizen / Cloud Imperium Games] See here, here, and here and here. Hire Sean Tracy for 2 weeks to add this code into Lumberyard.] (Support planet to planet flight/space travel)
19 - Procedural Planet Editor and Procedural Universe Editor. See here.
20 - FIX/SOLVE BUGS (create a public Mantis / Bug Tracker that users can post bugs to)
- Create an online “Mantis” with public/community bug reporting, and bug tracker, so that users can report bugs, and create bug reports. Bugs can be tracked (by the community) and worked on (and “squashed” by developers). Have the ability for users/community to post/submit code snippets (bug fixes/patches) and have a public “Mantis” (bug tracker) that the developers and community can use to help fix all the bugs in Lumberyard. Also assign maybe five or six full-time developers to fixing and “squashing bugs” in Lumberyard.
21 - Create a MediaWiki (wiki page) identical to what Wikipedia is using that Community Users can add/edit/create Lumberyard documentation, Lumberyard tutorials, and Lumberyard content (as well as translate documentation into other languages) identical to Wikipedia. Use MediaWiki (as this is a “standard” and easy program that everyone already knows how to use). Make this Lumberyard “Wikipedia” portal (Lumberyard-wikipedia) on the Amazon Site for lumberyard Community using MediaWiki, so that users can create documentation and help with translating documentation/tutorials (into other languages). Don’t use any special proprietary Amazon wiki software stuff, just use standard open source MediaWiki software, and just create/post a MediaWiki site for Lumberyard Community documentation/support, so that the Lumberyard Community can easily work on wiki documentation, and language translation (similar to how Wikipedia works). Where anyone can make edits/changes (or volunteer to work on Wiki documentation for Lumberyard). We really need a Wiki page/site (using MediaWiki ). [and make the MediaWiki open-source code/template/wiki code/data available in GitHub under an open Creative Commons License]
23 - Improve ScriptCanvas / EmotionFX /FBX Importer
24 - Add support for exporting (one-click export) for various platforms including: Windows 10, XBOX One S, XBOX One X (4K / HDR Enhanced), Android, iOS, Fire OS (Fire HD tablets, Fire TV, etc.)
25 - Add Amazon Echo Dot / “Ghost” Skills support to Lumberyard game demo (for in-game voice commands and audio controls). See here and here and here. Also see here and here. Add current “Ghost” Skills to current Lumberyard Game Sample/demo and create tutorials on how to use the “Ghost” Skills app/demo/features in Lumberyard.
26 - Update documentation to support the latest features - i.e. There are areas in the documentation, such as the Terrain which feels like it is still using “Legacy code” and doesn’t really use the new “Component Entity” system or “Script Canvas” and there doesn’t seem to be any updates to it and the documentation, tutorials and related “sample game” needs an overhaul to support the latest features and newest/updated system components. Also add “Alexa” support to Lumberyard Game Sample with tutorials (create something indentical to the “Ghost Skills” that Amazon created for Bungie for the Alexa/Echo Dot, and using it with Destiny 2 game). Create something identical for Lumberyard, along with code samples, source code, tutorials and documentation.
27 - Add Vulkan Support (not just DirectX12 support) to the engine, for cross-platform compatibility, and supporting Android and other devices (Linux, Android, OS X, BSD, etc.)
28 - Create a new Visual Scripting Interface - Something EXACTLY like FlowCanvas/Nottorus/ Schematyc / Blueprints UI interface (in Unreal Engine 4), with the same exact look/feel/interface, but the new Lumberyard Visual Scripting UI (looks identical to the BluePrints UI) converts Visual Scripting into highly-optimized C++ Lumberyard code. This way Indie Developers can use the Visual Scripting and the performance is equal to that of C++ code, but users still have the very nice “BluePrints” type User Interface that they can use to create native C++ code for Lumberyard. Make it so that the “Visual Scripting” can automatically be “nativized” into optimized Lumberyard C++ machine code with performance equal to C++ coding.
29 - Create a large massive “multi-player” photo-realistic game sample (large MMO) with photo-realistic vegetation, destructible spacecraft, destructible buildings, driveable/destructible vehicles (cars, trucks, buses, etc.), driveable/destructible trains, flyable/destructible aircraft, driveable/destructible boats/ships, destructible vegetation/trees/grass, flyable/destructible spacecraft that can be flown from planet to planet, etc. (create an updated/photorealistic/destructible “Beginners Pack”) with a “Planet Editor” and “Universe Editor” that users can download, and see the thousands of updated photo-realistic destructible game assets, game sample, etc. [Use this as a “test sample” for testing engine performance, physics performance, multi-threading, and extremely large-world support, and photorealistic game assets, and destructible buildings/vehicles/vegetation, etc.] (Similar to Star Citizen) [Also include the following:
- A walk through of the MMO multiplayer sample, especially how input is handled and directed to the correct entity (maybe your engine team could abstract that into something that comes with the engine).
- In the multiplayer sample, when does which component get created and what does it do on creation, looking at not only one client, but at least two or ten, or forty clients and a server?
- How to make a server authoritative game.
- Show a “MMO Multiplayer Persistent Universe Game Sample” (similar to Star Citizen Persistent Universe) that shows the server code, and detailed documentation on how to support hundreds (or thousands) of users on a single server (or AWS server farm) along with a “MMO Multiplayer Persistent Universe Game Sample” with detailed documentation and video tutorials and step-by-step documentation (and video tutorials that we can watch) on how to do this.
- Show how to “edit a Universe” (using the “Universe Editor”) and how to “edit a planet” (using the “Planet Editor”) and how to set/add an orbit (for a planet or moon or satellite). Show how to add “orbit paths” around a sun, or planet, or system.
- Show how to use the “Planetary Procedural Generation” system for creating vegetation, terrain, roads, and other items (procedural generated content) onto the various planets throughout the Universe. Include videos/tutorials/documentation.
- Show how to setup multiple servers (physical servers, as well as AWS server instances), and tutorials on how to setup/configure the instances (or include images) and we need to have a Global Component System [or System(Global?) Component ] where a single Component exists for all server instances and not just one per server instance. Some form of advanced Global Component System / Entity System is necessary (look at the work that Star Citizen / Cloud Imperium Games is doing).
30 - Better MMO game/networking support and MMO documentation and a very large space-based MMO Game Sample (with planets, moons, satellites, universes, and realistic cars, realistic spacecraft, realistic vehicles, etc.) identical to something like Star Citizen Persistent Universe, with the ability to show dust, dirt on vehicles or spacecraft, as well as the ability to shoot/destroy spacecraft (air to air combat / space to space combat) and also shows vehicle tracks left in the terrain/road/surface of a planet (when vehicles drive on the terrain) just like in Star Citizen / PU. Create tutorials and documentation for these features. Also add better support for other networking models using GridMate or something similar. The current engine seems to be designed around very small “session based” games that are never saved and loaded. In my opinion that’s a somewhat niche market that doesn’t include a large number of the large “open world” or MMO games that currently exist. The Lumberyard engine doesn’t seem well suited to sandbox/open world types of games which seem to be trending even with some of the larger studios because of the current networking models. One particular feature I’d like to see with GridMate is the ability for multiple server instances to be more interconnected to support a more complex game world/universe (identical to what Star Citizen is doing/created with Lumberyard) that may include “infinite” size maps or something to that extent (for flight/space sims). This would also obviously support some type of game server “zoning” and/or having various servers dedicated towards different areas of a game world for things like team management, chat, or other more abstract organizational Entities that might exist in a game but are so dynamic in nature you can’t just keep it stored in a database somewhere and need an actual server instance handling them for all the instances. We need something identical to what Star Citizen is using/doing. We need a game sample as well as server/networking code for exactly what “Star Citizen” is using/doing. It’s a more MMO style of networking but given Amazon’s networking back-end it would be great to see you guys leverage it for this style of game, and make it available (as a Game Sample) like a “Star Citizen Lite” version (with planets, universe, moons, satellites, etc.) everything that you’d see in “Star Citizen 3.0” but make it available in a Lumberyard 2.0 “Space Persistent Universe Game Sample”. Add some procedural content generation tools, Universe Editor, Planet Editor, etc. I haven’t seen anything in Lumberyard, but Cloud Imperium Games seems to be using Lumberyard, and I’d like to see these features/tech added into Lumberyard and we need tutorials/documentation/samples as well as a Universe Editor, a Planet Editor, and Terrain / Procedural Content Generation Tools (to create roads, and terrain, etc.). [Also create an “online community” / asset store, where users can add their roads, terrain, vegetation, biomes, characters, etc. to an “online store” where game developers can download these additional assets and add them to their own personal game/Persistent Universe.
We definitely need a STOREFRONT and MARKETPLACE for FREE LUMBERYARD CONTENT (free user donated/created content), and also make some “paid content” available (via Amazon Storefront) so users can download free content (from the Storefront), or also purchase content (from the Amazon Marketplace).
31 - Create an in-game “Online Marketplace” and “Special Offers” (store) game/gem sample (in-game) that you can add “special offer” in-game assets/content to (and also add/charge in-game “gem” prices for) and also the ability to accept payments (via VISA, credit card, PayPal, Amazon Coins, etc.) for “Gem” purchases that can be used for purchasing in-game content/currency/gems/content (spacecraft, aircraft, trains, cars, vehicles, houses, etc.)
32 - Create a program to support Indie/Solo Game developers who want to create new Lumberyard assets / games / tutorials / samples for Lumberyard (and the Lumberyard Community), but as part of the agreement REQUIRE that all new games/code/assets that are created are to be shared under a Creative Commons License and posted to Amazon’s download page (as open source - Creative Commons) and ALL OF THE CODE and ALL OF THE ASSETS of the game (including source code, models, assets, textures, etc.) and complete source code can be used by anyone for game development and is posted online at Amazon’s download page, and also available on GitHub and has publicly posted source code and assets (at GitHub) and is freely available to use by the Lumberyard Community for game development (with a “Creative Commons” license for all Lumberyard users to use in their games). This will help increase the number of assets and game samples available to Lumberyard Developers/Users, and also help increase the quality and quantity of games/tutorials available to use and learn from. It will also help “grow” the Lumberyard Community. Also require that the Indie/Solo Game developers maintain their Lumberyard games/assets/samples to be available via GitHub and versions that support and are compatible with the very latest versions of Lumberyard.
33 - Create Lumberyard Game Samples, Game Assets and Asset Texturing Challenges - Offer $100, $500, and $1,000 Amazon Gift Cards as Rewards for the Winners of each monthly challenge. Create monthly “Community Asset Showdowns” and “Monthly Community Challenges”. Each month create a new Amazon Lumberyard Monthly Community Challenge, and “Community Asset Showdowns” where community users must post their models/game samples (under a Creative Commons License) in the Lumberyard Forums and also post their submissions in the Lumberyard Marketplace for the Lumberyard Community to download for free, to see, and use in their own games (for free) and also to vote on. Winners with the most community votes (and highest rating/feedback), wins “1st Place” ($1,000 Amazon Gift Card) and “2nd Place” ($500 Amazon Gift Card) and “3rd Place” ($100 Amazon Gift Card), as well as various “Runner Ups” ($25 and $50 Amazon Gift Cards, Amazon Echo Dots, Amazon Tap, etc.). This will help “spark” creativity, and encourage users to develop and contribute high-quality assets to the Lumberyard Community.