Amazon Lumberyard for indie multiplayer game

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Hello guys,

#1 Sorry for my English....

#2 I have a "little" problem with licence terms. I'm student with I think good idea of multiplayer shooter game. Something small, but funny and interesting. In Lumberyard terms is something like that: "If you are developing multiplayer game without your own servers you have to use Amazon's". Maybe if I'm selling game on Steam I can use their servers. It's like I have "own" servers for my game or is there any way to jump this term, or just develop this game in another game engine? For instance Cryngine 5, UE4.....

Lumberyard terms:

57.4 Operating Restrictions. Without our prior written consent, (a) the Lumberyard Materials (including any permitted modifications and derivatives) may only be run on computer equipment owned and operated by you or your End Users, or on AWS Services, and may not be run on any Alternate Web Service and (b) your Lumberyard Project may not read data from or write data to any Alternate Web Service.

Lumberyard FAQ:

Q. Can my Lumberyard game connect to services like Steamworks, Xbox Live, PSN, Apple Game Center, Google Play Games, or console social services?Yes. Your game may read and write data to platform services and public third-party game services for player save state, identity, social graph, matchmaking, chat, notifications, achievements, leaderboards, advertising, player acquisition, in-game purchasing, analytics, and crash reporting.

I'm not sure but matchmaking is actually multiplayer.

Thanks for all replies.

demandé il y a 6 ans257 vues
8 réponses
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Réponse acceptée

Hey @REDACTEDUSER

Let me check in on the MatchMaking stuff -- till then hope this is helpful :)

répondu il y a 6 ans
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Hi,

thanks for reply.

If I will publish game on steam 30% of my profit is for steam, rest is my. In this fee are included steam servers, so I dont have to rent any servers, I can use steam servers for free.

Steamworks:

Steamworks is a free suite of tools available to any developer to use in their game or software on Steam. Here is a small sampling of the available features:

  • Matchmaking
  • Steam Inventory Service
  • Anti-cheat technology
  • In-game economy with microtransactions
  • Management of user-generated content
  • Per-User cloud storage Ofc after I release my game I want to support the future of this engine, but using servers is more expensive.
répondu il y a 6 ans
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Got it -- and to your initial post mentioning the following:

I'm not sure but matchmaking is actually multiplayer.

So in this context, matchmaking is a process that connects players to a server, so matchmaking wouldn't technically be multiplayer, the server that it's pointing to would process the multiplayer aspect of it. In this scenario, server would need to be your own hardware or AWS Servers. Hope this helps :D

répondu il y a 6 ans
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Thanks, I will check pricing and then I make my decision. :)

répondu il y a 6 ans
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Thumbs up! Keep us posted on what you decide to do. I'm super curious to know as it helps us understand the customer needs :P Like you said, servers are more expensive. That's helpful insight already ~ Till then, Cheers!

répondu il y a 6 ans
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Hey @REDACTEDUSER

répondu il y a 6 ans
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Hi, so I have already made my decision. Amazon Lumberyard is great engine, after all updates that makes Lumberyard's team. But I'm single indie developer, so I don't have a lot money and I can't afford Amazon's game servers.

Thanks for your time and I wish you best with this engine :)

répondu il y a 6 ans
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Hi, so what's your alternative solution? Steamworks doesn't rent dedicated servers. Or is your game P2P only? We're in the same boat, that's why I'm asking. :)

répondu il y a 6 ans

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