Homebound Case Study - Simple Sidescroller in CRYENGINE - Community Q&A

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Homebound Case Study - make a CRYENGINE game in 48 hours! Lead by the example of some of our best and brightest here at Crytek during Global Game Jam 2019.

00:00:00 - Introduction
00:00:37 - Game walkthrough
00:03:31 - Invisible player walls in-game
00:04:41 - The dogs in-game
00:05:25 - Dodging traffic in-game
00:06:51 - Level design - use of fog volumes
00:07:27 - Camera behavior
00:09:29 - Vehicle system
00:11:00 - Damage component to kill player - C++
00:15:14 - Vehicle collision avoidance - C++
00:17:08 - Cars max lifetime fail-safe - C++
00:17:40 - Area triggers - Flow Graph
00:18:23 - Car spawning system
00:22:01 - Dog obstacle details & implementation
00:25:43 - Level design
00:27:13 - The camera system
00:30:01 - The swinging streetlamp - Flow Graph script, design
00:36:51 - Player code & components - C++
00:40:06 - Collision filtering for player C++
00:41:01 - Handling player collisions and damage comonent - C++
00:41:38 - Player death implementation - Flow Graph
00:42:27 - Making player movement relative to camera rotation - C++
00:43:14 - Player movement - C++
00:44:59 - Player wall custom component - C++
00:46:11 - Player walls implementation in-game
00:46:30 - Respawning the player - C++
00:46:55 - Registering custom flow graph nodes - C++
00:48:50 - Q&A
00:49:17 - Q: Use of physics ropes with swinging streetlamp
00:50:15 - Q: Why weren't physics ropes used for the dogs?
00:51:30 - Q: How long to do the blockout, come up with the idea?
00:52:10 - Discussion: Concept and level design
00:54:30 - The closing music
00:55:10 - Q: Is it possible to make any kind of game with CRYENGINE?
00:56:14 - Q: If you could use Schematyc 2.0, would you still use Flow Graph so heavily
00:59:26 - AI implementation
01:00:17 - Q: Given that AIs have a plane constraint (no Z axis movement), do the linked destination entities have to be at the pivot of the AI entity?
01:01:50 - The AI ("person") Schematyc component
01:02:20 - Q: Can CRYENGINE be used for Enterprises?
01:03:15 - Q: Working through Game Jam, did you learn any useful lessons to speed up your workflow?
01:06:10 - Q: If you were to build this (game) over more than 48 hours, what would you change?
01:07:45 - Q: What specific modeling techniques did you use with CryDesigner?
01:12:40 - Q: Who did the dog model?!
01:13:40 - A: What would you change? (Level design and tech art aspects and workflow)
01:16:35 - Q: Who did the time of day, came up with the mood palette?

In our in-depth new video, Learning Manager Brian Dilg demonstrates some of the techniques used to create Homebound, one of Crytek’s entries for Global Game Jam 2019. The case study features commentary from some of the members of the team that made the game, including insights from Jean-Baptiste Hervé, Junior Software Engineer for CRYENGINE, Viktor Ikkes, Senior Cinematic Designer for Hunt, Alexander Klinger, Software Engineer for CRYENGINE, and Matthias Otto, Senior Level Designer for Hunt.

#GlobalGameJam #MakeAGameIn48hrs #AchievedWithCRYENGINE

Brian covers a range of techniques in this substantial case study packed with useful examples and tutorials. Whether you’re new to CRYENGINE or looking for practical ways to accelerate your work with the engine, we’re sure you’ll find this video useful.

Topics covered include:
• Custom C++ programming
• Level design
• Flow Graph level scripting
• And plenty more!

Homebound is a game where you have to make your way home after a night working in a bar, and the game was developed by a team of only six people using CRYENGINE 5.5.2. It’s a great example of what can be created in just 48 hours using an unmodified version of the engine.
The project makes use of several CRYENGINE systems, including Track View for cinematic sequences, and contains custom code that helped the designers create a dynamic and immersive environment. Download the project from the CRYENGINE Marketplace and check it out in the engine.
Full Credits for Homebound:

Jean-Baptiste Herve, Junior Software Engineer for CRYENGINE
Viktor Ikkes, Senior Cinematic Designer for Hunt: Showdown
Lukas Keil, Junior Audio Designer for Crytek Audio
Gabriel Yakir Ketteler, Community Developer for CRYENGINE
Alexander Klinger, Software Engineer for CRYENGINE
Matthias Otto, Senior Level Designer for Hunt: Showdown

Special Thanks:
Marcel Lichner, System Administrator, Crytek
Michaela Mrazkova, Junior HR Assistant, Crytek

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Tags:
Game
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Indie
Dev
GameJam
GlobalGameJam
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