[ame="
http://www.youtube.com/watch?v=JWvgETOo5ek&hd=1"]Crysis 3 - CryEngine3 Tech Trailer - YouTube[/ame]
I know nothing about this engine other than its rendering capabilities and which games use it.
I'm curious about a few things, primarily gameplay/mod/"game design" related.
How capable is the engine from the scripting/gameplay side of things? How far can you take it when coming up with custom gameplay before you need a programmers support?
Can someone make a complete game with CE3 using the tools and its interface or does it get to a point rather quickly where you now need custom code in order to achieve your goals?
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I haven't really checked out their visual scripting thingy, but I think it's only for events and logic. Spawn player here, when he hits this trigger, end level, or go to this map etc etc.
I love Source but every time I see CE3 I Hgggnnnnn so bad I just can't get the desire out of my head.
It seems very similar to Kismet when just looking at this:
http://freesdk.crydev.net/display/SDKDOC2/Flow+Graph+Node+Reference
That's what you can play with, if you want custom nodes, you'll have to code them yourself.
pretty sure you can quite a bit with the flowgraph system, more than just FPS.
racing, arcade-like flight sim, third person, rpg. (ok rpg might be pushing it)
its got dialogue, vehicle, character, and sound editors. well sound is actually via fmod, which is in the tools folder.
i havent done so yet, but i'm gonna try to use flowgraph to distribute distance clouds across my sky so i dont have to go in and break up repetition by hand.
https://www.youtube.com/watch?v=Q6xH9sHsx1Y
Flowgraphs in Cryengine are quite powerful and can be used to build gameplay systems.
(If I'm being picky the bird and butterfly animation could be worked on further. The frog is spot on though! :P)
O and being able to adjust a light in real time, instead of having to guess and compile, repeat.
Cryengine 3.4.1 will either be out this week or after GDC if they miss that deadline according to Adam from the dev team.
It will not have all or any of these features necessarily, as they branch their releases.
You end up with the design team being blocked by programming requests to implement systems they want, while in UDK the design team can easily go into Kismet and do what they need to, then ask programming to implement into the code to make it faster and more streamlined.
Also unlike Unreal, cryengine doesn't allow you to custom make your shaders. Do you want to do a Linear Interp across three materials using 2 UVs and 3 gradients? You need to go to a programmer to get that shader created.
It looks gorgeous, just needs a lot of programming time to setup correctly for the needs of your project.
Tech video looks great!
Cinebox got that already, which is CryEngine3. It's probably coming later for the rest of us. For now I think you can use Ruan's FBX support for CryENGINE3.
I disagree. I think Flowgraph is an extremely capable utility inside the engine.
From an artist standpoint, i think the only thing UE3 has on CE3 is the material editor and content browsers ease of use. Im sure UE4 will be a great upgrade from UE3, but for now CE3 is visually superior in my opinion.