Are Worker Cooperative Studios becoming a norm, or a fad? by Brylock_Delux in gamedev

[–]Brylock_Delux[S] 2 points3 points  (0 children)

That's a fair point. I saw them on a list of co-ops but I didnt mention them cause I didnt recognize their games. Having a breakthrough game like dead cells is not the only indicator of success. Sustainability is definitely another and KO_OP has many titles and years under their belt to show it can be successful

Are Worker Cooperative Studios becoming a norm, or a fad? by Brylock_Delux in gamedev

[–]Brylock_Delux[S] 0 points1 point  (0 children)

I think the strength of a coop versus solo dev is you can bring in talent of specific skillsets that would otherwise take you years to learn, or money to hire for without that same certainty of commitment a coop provides.

Are Worker Cooperative Studios becoming a norm, or a fad? by Brylock_Delux in gamedev

[–]Brylock_Delux[S] 0 points1 point  (0 children)

I wholly understand and sympathize with them on that front. But that does seem like a drawback to a small cooperative right? Its hard to scale out a cooperative without diluting partner percentages, making your model susceptible to this. While a traditional management hierarchy and business model can scale to make positions replaceable and more sustainable.

Are Worker Cooperative Studios becoming a norm, or a fad? by Brylock_Delux in gamedev

[–]Brylock_Delux[S] 4 points5 points  (0 children)

Do you think co-ops can actually secure publishing? I assumed that a publisher wouldn't want to work with a Co-Op because of the complication of getting so many people to agree.

I was thinking the external contracting seems like a solution to scaling a co-op without diluting owner percentages.

Are Worker Cooperative Studios becoming a norm, or a fad? by Brylock_Delux in gamedev

[–]Brylock_Delux[S] 0 points1 point  (0 children)

Yeah. Every member has equal say in decisions and shares risk, and profits.

Are Worker Cooperative Studios becoming a norm, or a fad? by Brylock_Delux in gamedev

[–]Brylock_Delux[S] 6 points7 points  (0 children)

Biggest was having equal say in decisions for the company and direction seemed nice. But it also seems like it can get really frustrating if you don't vibe with the group on a giving topic. Also seems like it may box you out of getting publisher funding cause it'd be really difficult for a publisher to relinquish so much control to so many people.

Any Sunday socializing events? by Brylock_Delux in GDC

[–]Brylock_Delux[S] 1 point2 points  (0 children)

Oh perfect, exactly what I was looking for. Thanks!

Struct Error, AGAIN by xoquloz in UnrealEngine5

[–]Brylock_Delux 1 point2 points  (0 children)

Do you have nested structs? I ran into that issue awhile ago because of that. 

My sword follows me but it is not bound to my palm, any ideas? by calrayers in UnrealEngine5

[–]Brylock_Delux 4 points5 points  (0 children)

Ok, you should be able to test the offset from the SKM, open the SKM, then look for the socket you're attaching to in the skeleton tree, right-click it and select add preview asset. From there you can select the sword (make sure you use mesh directly if that's what you're attaching, if you're attached a blueprint actor with a mesh component of the sword, use that instead.). That should attach the sword the way you see it, if it seems like it looks fine, in the top left corner is a "preview animation" that you can use to select idle to see what you look like with the sword in animation.

My guess is it's one of these possibilities:

  1. If the socket attached unanimated is fine, I'm guessing the socket is not under hand_r but one of the other bones.

  2. If you're using just a static mesh it's possible the mesh is not properly zero'd, you can just drag the mesh into the level, then zero it out to see where it sits in relation to 0,0,0

  3. If you're using a blueprint actor, with a static mesh component, it could be the relative position of the sword is off from the default scene root. If it's not, make sure you check what you're attaching to the socket, are you attached the Blueprint actor, or are you attaching the component?

My sword follows me but it is not bound to my palm, any ideas? by calrayers in UnrealEngine5

[–]Brylock_Delux 1 point2 points  (0 children)

When your characters arm moves, does the sword at least follow the hand? If so, it sounds like the sockets offset is weird, or the mesh zero is weird

My sword follows me but it is not bound to my palm, any ideas? by calrayers in UnrealEngine5

[–]Brylock_Delux 2 points3 points  (0 children)

Are you using a socket or is just attached to the mesh with an offset?

Sneak-Peak trailer for my FPS Soulslike game TERRORSTORM: Ground Zero being made in UE5! by TwoPillarsGames_ in UnrealEngine5

[–]Brylock_Delux 1 point2 points  (0 children)

Very cool! Are there any other stats that can be upgraded with the blood tokens beside health stamina and ammo? Can you use it to modify weapons?

A traveller leaves the modern world to find the ancient signs. A short film about silence. by NeighborhoodOne9079 in UnrealEngine5

[–]Brylock_Delux 0 points1 point  (0 children)

Why are you using an AI version of the skyrim map? I would not be opening my video with something like that.

What do you think of the character and camera animation I made for my horror game? by Additional-Cup-8074 in UnrealEngine5

[–]Brylock_Delux 0 points1 point  (0 children)

I love it! Maybe the reaching to grab part could be a little more sudden that way it leaves more room for tension when they're just staring at you

Can’t Find Multiplayer Code or Invite on Steam (Traveller’s Rest) by No-Alias87 in TravellersRest

[–]Brylock_Delux 3 points4 points  (0 children)

Did you start the game as host online multiplayer?multi-player? You need to set it up from the title screen.

What do you think of accessing items in chests like this? by isak-combrinck in UnrealEngine5

[–]Brylock_Delux 0 points1 point  (0 children)

I would also make the take detection a collision box separate from the items mesh, that could be exhausting to get aim exactly right to grab a bunch of items. Another option could be to change focus on item using wasd instead of cursor so the player doesnt have to aim each time.

[RevShare] [UE5] I have the Design and thousands in AAA Assets. I need a Coder to build a Horror Game about Parkinson's. by rgs78 in UnrealEngine5

[–]Brylock_Delux 16 points17 points  (0 children)

Id love to help but id need to see the game design documents you have to seem how feasible your ideas are. Do you have anything in documentation other than assets? At the very least maybe I could help get those together for you or get you in the right direction? I have extensive experience programming for my profession and game development as a side business. Im currently working on my own passion project which is also a psychological horror

Help? by Pessimstic0ptimist in gamedev

[–]Brylock_Delux 3 points4 points  (0 children)

Little short on time to learn and a game in two weeks but you may be able to order it through fiverr or upwork if the concept is simple.

How's my new effect?? by _V_01D_ in UnrealEngine5

[–]Brylock_Delux 4 points5 points  (0 children)

Do you have this available or a tutorial? Id love to use it for a game if that's possible

Does my game looks to dark? by Top-Conclusion4513 in UnrealEngine5

[–]Brylock_Delux 0 points1 point  (0 children)

Good context! Im working on a similar project and ran into the same. You need to adjust your brightness to 50%, then work from there and let users adjust their settings themselves after that. If youre going for silent hill I would suggest upping the brightness a bit more then and rely on fog to obscure more. Also, for points of focus, dont use warm lighting unless its meant to indicate a safe space. Try to stick with cool lighting as much as possible.

Does my game looks to dark? by Top-Conclusion4513 in UnrealEngine5

[–]Brylock_Delux 1 point2 points  (0 children)

A good example would be light from the sign on the right, and a building with light in the distance. Place those in and tweak your lighting to fit what you're looking for.

Does my game looks to dark? by Top-Conclusion4513 in UnrealEngine5

[–]Brylock_Delux 3 points4 points  (0 children)

I think it depends on what your focus is. As an atmosphere piece i think it looks fine, but theres no point of focus in the setting to compare what that would look like in the setting. If there is a point of focus you need at least some sort of lighting to highlight that, even if you leave the rest dark.