Lumberyard Beta 1.20 Feedback

Amazon Lumberyard 1.20.0.0 has made significant progress, but here is a very exhaustive list of everything that Lumberyard is still missing and still needs:

01 - Create an open-source “Games Launcher” (similar to Epic Games Launcher)
that developers can modify and use use to create their own games/project launcher
and remove all the various desktop icons (for all the different versions of Lumberyard)
and replace everything with only TWO icons:
(“Lumberyard Games Launcher” and “Lumberyard Editor” icons)
Also embed/integrate “Project Configurator” and “Setup Assistant” into the Games Launcher
[Replace ALL the icons circled in red, with two icons circled in yellow]
for a much “cleaner” desktop icon experience (See image below)

02 - Create an open-source “Lumberyard Launcher” similar to Epic Games Launcher that includes “Friends”, “Lumberyard”, “Learn”, “Marketplace” and “Library” tabs.
- Make this an open-source sample/project that users can modify
and can use to create their own games/project launcher

- Also allows users to install various Engine versions (see Unreal Engine launcher)
- Has a “Lumberyard” tab (that shows the latest Lumberyard version available for download
and also a “News” and “YouTube” and “AnswerHub” and “Forums” and “Roadmap” links
- Has a “Library” tab and “My Projects” area/tab (that shows current projects that are being
worked on, and which version of the engine they are compatible with)
(see image below)
- Has a “Learn” tab (that shows “Documentation” and “Video Tutorials” and “Community Wiki”)
and includes Sample Projects / Demo Projects and “Engine Feature Samples”
that users can download and follow along with the step-by-step video tutorials
and with Engine Feature Samples (See image below)

With "“Friends” and “Lumberyard” and “Learn” and “Marketplace” and “Library” tabs
Also with “News” and “YouTube” and “AnswerHub” and “Forums” and “Roadmap” tabs
and “Featured Content” (that is available for download with tutorials and project files):
(See image below)

“Learn” tab (See image below)


“Learn” Tab with Demo Projects/Samples and Step-by-step video tutorials
and with Engine Feature Samples that developers can learn from
and can use in their own games, including project & content examples
(See image below)

Also create a “Learn” tab with projects/tutorials (See image below)

“Markeplace” tab (See image below)

“Library” tab that shows installed engine versions, My Projects, and also “Vault”
(Vault = free items downloaded/purchased from Marketplace) (See image below)

03 - Highly Detailed (and updated) LUMBERYARD ROAD MAP of features using Trello (identical to what Epic Games and Unity Tech 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 2019 Support - scheduled to be added in Lumberyard 1.24.0.1” (to let us know when the features will be added, and the expected release dates for point releases).

04 - Create a “Lumberyard Community Wiki” (wiki.awsgametech.com) site using [MediaWiki (wiki page) software] (https://www.mediawiki.org/wiki/MediaWiki) exactly/identical to what Wikipedia is using that Lumberyard Community Users can add/edit/create Wiki pages, Tutorials, Lumberyard documentation, modify/edit/create 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 wiki 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 (wiki.awsgametech.com) for Lumberyard Community documentation/support, so that the Lumberyard User/Developer 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 Lumberyard Community Wiki page/site (using MediaWiki ).

05 - Out of box [“world large support” (64-bit double-bit precision)](64 bit , starcitizen and worldspace sizes.) gems (that can be added) to support “infinitely” large worlds, and supplemental procedural generation content tools for MMORPG 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/refactor this code/feature into Lumberyard, it shouldn’t take more than 4-8 weeks of coding, and less than 8 hours to incorporate/integrate into Lumberyard, since [Sean Tracy has already done this feature/work for Lumberyard for Star Citizen / Cloud Imperium Games](https://www.youtube.com/watch?v=OB_AI9ukSp8&t=4s)] See here, here, and here and here. Hire Sean Tracy and/or CIG for 3-4 weeks to add this existing code into Lumberyard.]

06 - Procedural Planet Editor and Procedural Universe Editor. See here.

07 - Work with Cloud Imperium Games / CIG and integrate/include ALL of Star Citizen 4.0 Core Tech into Lumberyard 2.0
See [here] ( https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen )

  • Including Planet & Universe Editors
  • Sample System with Sample planets and sample moons in “Environment Toolkit Sample Project
  • Including “Mission Giver” system, and “Law System” and “Black Market

08 - Work with Cloud Imperium Games / CIG and integrate/include/develop a “Sample System” using ALL of [Star Citizen 4.0 Core Tech] and Star Citizen Game Assets (https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen) into Lumberyard 2.0
See [here] ( https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen )

  • Including Planet & Universe Editors
  • Sample System with Sample planets and sample moons with all existing sample assets in “Environment Toolkit Sample Project

09 - Create procedural building system and modular building library (that can generate procedurally generated buildings/maps)
See here: https://www.youtube.com/watch?v=gu0zrEacfuI

10 - Create an “updater” for upgrading Lumberyard Engine (so you don’t have to re-download the full engine, and can just “update/upgrade” the components that need to be updated.

11 - Create an “updater” for upgrading Lumberyard Games (so you don’t have to re-download the full game (new completely download), and instead can just “update/upgrade” the components that need to be updated. Similar to what Star Citizen / Cloud Imperium Games has done.

12 - Eliminate or reduce to “build time” to near realtime, (or under a minute and similar to that of Unreal Engine)

13 - Reduce the number of the required dependencies/SDKs and optional SDKs that are required and the lengthy amount of time to build a game

  • Reduce/eliminate the need for Visual Studio and the complex build process, complex build instructions, complex list of dependencies, and all the build errors and instead create a simple “Generate Game” or “Build Game” button, or “Create Package” similar to Unreal Engine that is extremely fast and can generate the game in near real-time (without any required SDKs and include everything necessary and reduce the build time to near realtime and without all of the build failures and compiling errors).
    See here: https://www.youtube.com/watch?v=-KQFIc4USzM&t=4m26s

14 - Create step-by-step Video tutorials on how to install Lumberyard Editor, Tools, Engine, Asset Pipeline and Linux Dedicated Server.
See here: https://www.youtube.com/watch?v=-KQFIc4USzM&t=3m38s

15 - Create an open-source (GPL) "[LumberyardOS](https://www.youtube.com/watch?v=06kuo3rmroo&t=37s)" (bare metal operating system) designed specifically for Super Computing / Cloud Computing / MMO Game Computing.

16 - Create an open-source Universe Demo Project (Creative Commons License) (based on Star Citizen and/or [EVE: Aether Wars](See here: https://www.youtube.com/watch?v=3lHNvqhghJc)) capable of tens of thousands or hundreds of thousands (and later tens of millions?) of online concurrent players in a single shard

17 - Upgrade the Lumberyard Terrain Editor and/or add or integrate/include “World Creator” license for ALL Lumberyard users.

  • Integrate ALL of the same exact features/filters from World Creator and World Machine directly into Lumberyard Terrain Editor
  • Add the ability to edit terrain and procedurally generate terrain, biomes, from within Terrain Editor and include the same high quality biomes/samples as World Creator within Lumberyard Terrain Editor
  • See here: Realistic landscape

18 - Integrate/include “Brushify” license for ALL Lumberyard users (including ALL “Brushify” content and lanscape biomes/kits)

19 - Video tutorials about World Creator & Brushify in Lumberyard (Build a level in 1 hour)
See [here] (https://www.youtube.com/watch?v=vkOt1zSc1rE)
Using World Creator & Brushify Environment Toolkit for Lumberyard

  • Include a life-like photorealistic sample project called: “Environment Toolkit Sample Project” (with ultra high resolution and photo-realism and ray tracing sample)
    #BuildWorldsFaster

20 - Video tutorials about “Adding Roads, Highways and Expressways” to the sample project

  • include a photorealistic sample project called: “Environment Toolkit Sample Project
  • which includes a photorealistic “destructible vegetation” with “destructible roads”

21 - Video tutorials about “Adding Railroads, Hyperloops, Maglevs and Railways” to the sample project

  • include a photorealistic sample project called: “Environment Toolkit Sample Project
  • which includes a photorealistic “destructible railroads” with “destructible tracks” and “destructible railcars” and “destructible locomotives/prime movers”
  • include a tutorial on using AI to control the locomotives and passenger trains

22 - Video tutorials about “Adding Cars, Trucks, Tanks, Aircraft and Vehicles” to the sample project

  • include a photorealistic sample project called: “Environment Toolkit Sample Project
  • which includes a photorealistic “destructible vegetation” with “destructible roads” and “destructible cars” and “destructible Trucks” and "destructible “Tanks” and “destructible Tanks” and “destructible Aircraft” and “destructible Vehicles” and “destructible buildings”.
  • include a separate sample vehicle asset pack that can be downloaded and is also included with the “Environment Toolkit Sample Project” (and used in this learning tutorial/project)
  • include a separate sample building asset pack that can be downloaded and is also included with the “Environment Toolkit Sample Project” (and used in this learning tutorial/project)
  • include a tutorial on using AI to control the destructible cars, trucks, tanks, aircraft, vehicles, locomotives and passenger trains

23 - Video tutorials series about using Script Canvas (Medium and Advanced)

  • include several tutorials on using Script Canvas with the “Environment Toolkit Sample Project” (and used in this learning tutorial/project)

24 - Video tutorials about EmotionFX (Medium and Advanced)

  • include several tutorials on using Script Canvas and EmotionFX with the “Environment Toolkit Sample Project” (and used in this learning tutorial/project)

25 - Step-by-Step Video tutorials about how to make the photorealistic “Environment Toolkit Sample Project” with World Creator, and Brushify, and ScriptCanvas/EmotionFX

  • include a long series of step-by-step tutorials (1 hour in length each) on creating the photorealistic “Environment Toolkit Sample Project” using Script Canvas and EmotionFX with the “Environment Toolkit Sample Project” (and used in this learning tutorial/project)
    and using World Creator and also Brushify Environment Toolkit for Lumberyard

26 - Video tutorials about “Adding Characters and Character Classes” to the sample project

  • include a photorealistic sample project called: “Environment Toolkit Sample Project
  • which includes a photorealistic “destructible vegetation” with “destructible roads” and “destructible cars” and “destructible Trucks” and "destructible “Tanks” and “destructible Tanks” and “destructible Aircraft” and “destructible Vehicles” and “destructible buildings” and photorealistic “Characters” (human, and alien) similar to those used in Star Citizen.
  • include “Character Creation” and full “DNA-based Character Customization
    see here: https://www.youtube.com/watch?v=AsFvZ6HvTu0

27 - Video tutorials about basic and primary definitions in relation to the new node base language script canvas and emotionFX

28 - Create / Split YouTube Tutorial playlists based on video tutorials (AI Playlist / Script Canvas Playlist / UI-Script Canvas Control Playlist / Particle System Playlist , etc )

29 - Add new [Realtime/Runtime DNA Character Creation by 3Lateral](https://www.youtube.com/watch?v=9R3klQqaR1s) to Lumberyard (same used by Star Citizen / Cloud Imperium Games), to create unique realtime/runtime photorealistic facial and realtime character customization (in-game).

See here: [ https://www.youtube.com/watch?v=AsFvZ6HvTu0 ]

30 - Add new [Character “Clothing” tech (ability to “cull” clothing layers, etc.)](https://www.youtube.com/watch?v=ZmfrEek2eq8) 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.

31 - 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)

32 - 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.)

33 - Add Metal Support to the engine, for supporting Apple iOS, macOS, tvOS, watchOS and other devices (macOS, OS X, iOS, tvOS, watchOS, etc.)

34 - Add at least EIGHT 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 (MacOS / OSX)

File menu -> export Game option (Linux)

File menu -> export Game option (Android)

File menu -> export Game option (XBOX One S)

File menu -> export Game option (iOS / tvOS / watchOS)

File menu -> export Game option (Fire OS / Fire HD Tablet / Fire TV)

File menu -> export Game option (HTML5)

35 - Add Visual Studio 2019 support to Lumberyard [ IMMEDIATELY ]

36 - Add 3ds Max 2019/2020/2021 support to Lumberyard [ IMMEDIATELY ]
See here: https://area.autodesk.com/blogs/the-3ds-max-blog/3ds-max-public/

37 - Add Maya 2019/2020/2021 support to Lumberyard [ IMMEDIATELY ]

38 - Add Mudbox 2019/2020/2021 support to Lumberyard [ IMMEDIATELY ]

39 - Add Blender 2.80/2.82/2.90/3.0 integration and support to Lumberyard and Blender
[ IMMEDIATELY ]

[Hire additional developers to focus 100% SOLELY on developer tools support - i.e. Visual Studio 2019/2021, 3ds Max 2019/2020/2021, Maya 2019/2020/2021, Mudbox 2019/2020/2021, etc.]

40 - Create a “Lumberyard Mega Grants” Fund (for developers such as Blender, or Cloud Imperium Games, or other small Indie Developers to create Tools, Community Game Assets, Community Game Projects, and video tutorial series with included community “Creative Commons” game projects and included game assets

  • All submitted content/projects/assets will be under a “Creative Commons” license and can be used by anyone for use in their own game development/projects
  • This will help create additional content for Lumberyard developers
  • Used to add additional free content, free sample projects, free sample planets, biomes, landscape/terrain, vehicles, assets to Lumberyard Community (of photo realism quality)

41 - Create a “Lumberyard Development Fund” (for Contests for Lumberyard users/developers/ content creators to submit content/assets/worlds/planets/cities/projects and offer cash prizes for First Place, Second Place, Third Place and five “Honorable Mentions” each month )

  • All submitted content/projects/assets will be under a “Creative Commons” license and can be used by anyone for use in their own game development/projects
  • This will help create additional content for Lumberyard developers
  • Used to add additional features and Tools to Lumberyard

42 - 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. Create a “QA Department” for game engine testing, and also assign maybe six or seven full-time developers to fixing and “squashing bugs” in Lumberyard.

43 - Create Lumberyard Importer/Exporter (real-time) for Blender 2.8/2.9/3.0 (and later)

44 - Improve ScriptCanvas / EmotionFX /FBX Importer

45 - Add support for exporting (one-click export) for various platforms including: Windows 10, MacOS/OSX, Linux, XBOX One S, XBOX One X (4K / HDR Enhanced), PS4, Android, iOS, Fire OS (Fire HD tablets, Fire TV, etc.)

  • Also reduce the build times for building game packages

46 - Create Lumberyard Amazon Echo Dot / “Ghost” Skills support to Lumberyard game demo (for in-game voice commands and audio controls). With open-source project posted to GitHub with video tutorials and sample project/files for adding “Echo Dot” and “Ghost” support to Lumberyard. 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 “Environment Toolkit Sample Project” (and used in this learning tutorial/project)

47 - 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.

48 - Create a large Massive “multi-player” Online Role Playing Game (MMORPG) Universe sample (identical to Star Citizen) that is a large Universe-size MMORPG sample project that allows players to fly (seamlessly) from planet to planet (work with Cloud Imperium Games and use CIG Game Assets, and CIG planets, moons, sample spacecraft, sample game assets) with sample project file and game assets that are identical to Star Citizen and Cloud Imperium Games that Lumberyard developers/users can download, and see the photorealistic game assets, sample code, script canvas, sample project files, video tutorials, etc. Also include the following:

  1. A walk through of the MMORPG multiplayer sample (based on Star Citizen), 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).
  2. In the MMORPG Universe/Metaverse multiplayer sample, when does which component get created and what does it do on creation, looking at not only one client, but at least ten, twenty or fifty, several hundred, thousands or tens of thousands of clients and a server?
  3. How to make a server authoritative game.
  4. Show a “MMORPG 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 how to support thousands or tens of thousands of players on several servers (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.
  5. 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.
  6. Show how to use the “Planetary Procedural Generation” system for creating vegetation, terrain, roads, railroads, and other items (procedural generated content) onto the various planets throughout the Universe. Include videos/tutorials/documentation.
  7. 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 Server Monitoring and Global Component System / Entity Worker System is necessary (look at the work that Star Citizen / Cloud Imperium Games and SpatialOS is doing).

49 - Better MMORPG game/networking support (using Aether Engine, HadeanOS, SpatialOS, LumberyardOS on baremetal) and Star Citizen compatible MMORPG documentation and a very large space-based MMORPG Game Sample (that is “Star Citizen” based/compatible) with a sample Universe with sample 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. Also create tutorials and documentation for these features. Also add better support for other networking models using SpatialOS or HadeonOS and Aether Engine 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 MMORPG games that are the future. The Lumberyard engine doesn’t seem to scale well or be 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 integrated SpatialOS or integrated HadeonOS and Aether Engine support 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) using HadeonOS and Aether Engine. This would also obviously support some type of game server “zoning” and/or Lumberyard Engine / LumberyardOS automatically handles scaling, load balancing, networking, and persistence so developers can focus on game development. Possibly 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 HadeonOS / Aether Engine, CCP Games / Eve: Aether Wars, and Star Citizen is using/doing.

See here: https://www.hadean.com/blog/aether-engine-has-arrived-at-gdc-2019

See here: https://www.youtube.com/watch?v=5bMb68y2mv4

50 - Add and create SpatialOS GDK for Lumberyard

  • Develop a game engine load balancer and distributed multiplayer architecture
  • Create a massive demo universe (based on Star Citizen) and test the architecture with 100,000+ concurrent players on a single shard similar to SpatialOS or Aether Engine

51 - Create a massive 10,000+ Concurrent Player MMORPG game/networking sample project/demo (using Aether Engine and/or SpatialOS)
We need a game sample as well as Server OS/networking code for exactly what HadeonOS and Aether Engine and “Star Citizen” is using/doing. It’s a more MMORPG 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 “Space Citizen Project” version (with planets, universe, moons, satellites, etc.) everything that you’d see in “Star Citizen 4.0” 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 ALL of these features/tech added into Lumberyard 2.0 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).

52 - Create an “In-game Store/Marketplace” (store) in-game sample project with tutorial video that show how you can create and add in-game purchasable gems/coins/tokens/credits and game assets to (and also add/charge “gem/coin/token” prices for) and also the ability to accept payments (via VISA, credit card, PayPal, Amazon Coins, etc.) for purchasing “Gems” or “coins” or “tokens” (credits) that can be used for purchasing in-game content (spacecraft, aircraft, trains, cars, vehicles, houses, etc.)

53 - Create an “Amazon/Lumberyard Online Marketplace” (store) game sample that you can add game assets and environments/planets/vehicles/buildings to (as free or also the ability to accept payments (via VISA, credit card, PayPal, Amazon Coins, etc.) for “Game Assets/Kits” that can be used for in-game development content (spacecraft, aircraft, trains, cars, vehicles, houses, etc.)

54 - Create a program [“Lumberyard Mega Grants” Fund] to support Indie/Solo Game developers who want to create new Lumberyard game assets / biomes / animals/ game projects / tutorials / samples for Lumberyard, but as part of the agreement REQUIRE that all new games/code/assets that are created are to be posted to Amazon’s download page (as open source - Creative Commons license) and ALL OF THE CODE and ALL OF THE ASSETS / Project of the game (including source code, project sample, models, assets, textures, etc.) and complete source code is posted online at Amazon’s download page, and also publicly posted source code, project files 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 games/tutorials available to use and learn from. It will also help “grow” the Lumberyard Community. Require the developers maintain their games/assets to be compatible with the latest versions of Lumberyard.

55 - Create an open-source Sample Game Project (available for download) that ALL Lumberyard users/developers can download and see/use the project code/assets. That is capable of supporting 100,000+ concurrent players in a single game shard in a single space battle demo project, while offering a richer, deeper gameplay experience in ultra-large-scale multiplayer games/simulation
See here and EVE:Aether Wars Phase Two

Also see here:

56 - Create an open-source MMORPG Sample Game Project (with AAA Game Assets/Sample Project that is similar in quality to Star Citizen, or EVE: Aether Wars) and make the Same Game Project/Assets/Tutorial open-source and step-by-step project/tutorial available for free download with Multiserver Gameplay, Efficient Interest Management, Complete in-game Persistence, Cross Platform Play, and Advanced Interest Management, and a Distributed Game Engine with an Engine Load Balancer.

Develop a Distributed Multiplayer Architecture with:

  • Flexible Networking
  • Fault Tolerance
  • Entity Database
  • Connection Manager

Similar to SpatialOS

See here: https://improbable.io/spatialos/networking

57 - See additional Lumberyard Feedback / Missing Lumberyard Features in YouTube video here:

58 - Create a new ultra-high-quality AAA-quality (photo realistic) Game Sample (like an updated CryEngine GameSDK / Legacy Game Sample) that contains all of the Script Canvas Code for a first-person shooter game, including complex animated characters, vehicles, helicopters, boats, cars, jeeps, trucks, trains, ships, buses, taxi cabs, and farming equipment with all animated characters and animated vehicles and game AI. Provide a sample game/level, utilizing ultra high quality photo realistic game assets (and utilizing/supporting Ray Tracing).

59 - Create a new ultra-high-quality AAA-quality (photo realistic) Game Sample (like an updated Star Citizen Game Sample) that contains all of the Script Canvas Code for a AAA Space Exploration first-person shooter game, including complex animated characters, space craft (exactly like Star Citizen spacecraft), AAA vehicles (exactly like Star Citizen vehicles), AAA aircraft, AAA spacecraft, AAA helicopters, AAA boats, AAA cars, AAA jeeps, AAA trucks, AAA trains, AAA ships, AAA buses, AAA taxi cabs, and AAA farming equipment with live vegetation and all animated characters and animated vehicles and game AI. Provide a sample game/level, utilizing ultra high quality photo realistic game assets (and utilizing/supporting Ray Tracing).

60 - Create step-by-step tutorial videos on creating/using/developing the Game Samples listed above, so developers can learn and follow along step-by-step (with the various projects/samples) and include sample project files, and also include the updated/upgraded “Lumberyard AAA GameSDK”

CryEngine was made specifically for the game “Crysis” (by Crytek) and now that Amazon has purchased CryEngine/Lumberyard and is working on adding features, they need to create several good AAA Demo Game/Projects, similar to Star Citizen, and create a Sample Project Level called “Space Citizen” or “Space Universe” (based on Star Citizen) and include these AAA space game assets and code (based on Star Citzen 4.0) and Star Citizen 4.0 AAA sample game assets / AAA sample project) so that others can learn from it, and use it to create their own vehicles, and create games of their own (and learn how to use Lumberyard to make high quality AAA games).

Also a good review (by “DanDoesYoutube”) describing many of the MAJOR problems with Lumberyard (that still plague Lumberyard, and that I have not covered above) can be found here:

Hopefully ALL of these “issues” can be addressed/improved/added in future Lumberyard versions, but it’s been 3+ years now, and it seems that Lumberyard is still no where close to being “usable” or “production ready” (or on “par” with a “production ready” game engine like Unreal Engine or UE’s vast developer community).

I am hoping that these issues/areas can be worked on, improved, and I’m hoping that ALL of the “issues” that I listed above (in my original posts above) can be added to Amazon Lumberyard’s “To Do List”.

But that’s my latest “feedback” on Lumberyard 1.20, and hopefully these issues will get addressed and fixed.