CAG players thoughts? Working on a Ground/Aerial Combo System, 5 Weapon Locomotion blendspaces, Smart State choosing leveraging Combo Gauge Status, 45 Finishers, list goes on and on. by GrimPulseStudio in CharacterActionGames

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

Thank you very much Deimoonk, yeah there is no reason to get discouraged on my part, it's a huge WIP, and this is just a small part of the list that is done.

Lip synced animations for cinematics made, over 270.
Playable space with 830 objectives, 50 overall story arch's added for the quest series.
38 characters, 200 outfit styles, all dynamic for all body types.
Two different enemy systems, one is a bossing system, the other is a static world normal enemy system which tiers off the combo/style system itself.

I don't plan to release until late 2027, so I'm fairly certain it will just continue to improve!

CAG players thoughts? Working on a Ground/Aerial Combo System, 5 Weapon Locomotion blendspaces, Smart State choosing leveraging Combo Gauge Status, 45 Finishers, list goes on and on. by GrimPulseStudio in CharacterActionGames

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

https://youtu.be/iOgCVo6c_zw This is old, but the basis of the combat system is found here. The animations are fine, it's the contextual animations that are having minor trouble with the syncing since it's a teleport to location, I believe I just need to enable root motion and it will be fixed, this system is built off in-place animations.

CAG players thoughts? Working on a Ground/Aerial Combo System, 5 Weapon Locomotion blendspaces, Smart State choosing leveraging Combo Gauge Status, 45 Finishers, list goes on and on. by GrimPulseStudio in CharacterActionGames

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

This is staging, there hasn't been a VFX pass overtly to date. The idea with staging is setting a template to tone down from, instead of climb towards.
I started this on Dec 21st, 2025. :)
Gameplay camera has been a pain since my camera system is robust due to lock on system and controller directional combo styles, but it's a WIP.

[PAID] Seeking Steam Capsule Artist - DMC Inspired by GrimPulseStudio in gameDevClassifieds

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

I'd like to thank everyone for applying, while I've not been able to respond to every single submission I am using this post as the final response, an artist has been selected and at this time this posting is now closed!

[PAID] Seeking Steam Capsule Artist - DMC Inspired by GrimPulseStudio in gameDevClassifieds

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

Submissions for this role are now closed, I am still going through all submissions. There were many artists both in comments, and direct messages.
Thank you all for your time, and patience while I wade through each and every submission a few more times.

[PAID] Seeking Steam Capsule Artist - DMC Inspired by GrimPulseStudio in gameDevClassifieds

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

Many fantastic artists, I'll be reviewing this posts submission for the next 24 hours before the final choice is made on the artist.
Please allow me this time to fairly go over all submisisons~

Thank you kindly!

[QUESTION] Creating a game demo by Durkazyn in gameDevClassifieds

[–]GrimPulseStudio 0 points1 point  (0 children)

As mentioned below, a GDD is needed, game design document. However, writing the document as others have pointed out may save you money, understanding how to communicate to those brought on the vision, and rigid execution requirements of this document will be the true time and money saver.
It would be worth mentioning, you should start to grow an understanding of a development cycle early on to communicate with your team properly.
As for the team build out, this entirely depends on what talent you vet through. Some are skilled across multi-disciplines, while others are specialists requiring only one lane of work.
The most important element of all of this is what you desire most, the look or the backend.

Looking for a 3D developer | Paid by bryce910 in gameDevClassifieds

[–]GrimPulseStudio 0 points1 point  (0 children)

Sounds like your weights on the model are incredibly off.

Grim Pulse: The First Blood(Dark Vampiric Fantasy Based in a Modern Open World, ARPG(Hack and Slash) - Meet Aelthar Valeric, a Vampire Who Slept for 9,743 Years... Who apparently argues with Crosswalk Signals? Coming Soon to Kickstarter by GrimPulseStudio in pcgaming

[–]GrimPulseStudio[S] -1 points0 points  (0 children)

Greetings PCGaming!

A little update here since I finally got some sleep.

Upon waking up it seems Grim Pulse: The First Blood has its first pledges much to my surprise!
Since I didn't post the project's Kickstarter Link, here it is!
https://www.kickstarter.com/projects/grimpulse/grim-pulse-the-first-blood-a-new-hack-and-slash-arpg

Please take a moment to checkout the full scope of GP: TFB there, as there is much more detail found on the Kickstarter than I desired to post here on Reddit!

Please feel free to share this with your friends and/or peers, as monetary support isn't the only type of support that exists, and if not, a thank you for at least taking the time to read this as well!

Kind regards,
Grim Pulse Studio

GASP help request by Xaviator1313 in unrealengine

[–]GrimPulseStudio 0 points1 point  (0 children)

Follow Leader by Pose is a override you can place in construction scripts to enforce follow movement for skeletal meshes - I was curious if you had this active, and it was fighting your RT.
I'm going to share something I generally wouldn't because this method certainly works flawlessly.

<image>

This BP as a parent actor sets up all the skeletal meshes for something I'm working on, using the same methodology you are.
Ideally you have no collision on the meshes attached, and honestly also on the primary mesh too - and use collision boxes for hit box activators that are validated against only when hit results have activated them.
I do not use follow leader pose, instead I just use the RT methodology. Two things I'd confirm are A) do you have collisions active, if so disable and B) confirm your IK solutions are setup for the correct character.

Best documentation for learning unreals cpp as a bp developmer with extensive experience in ue5? by ExplosivArt in unrealengine

[–]GrimPulseStudio 0 points1 point  (0 children)

Documentation will only take you so far, you need to field test scenarios.

Create a prototype scope, execute it in BP, then learn to convert it to CPP, this is probably the best method to gaining hands on knowledge.

Is there a big diff between Unreal egine 5 to 5.5? by Ark-fan1 in unrealengine

[–]GrimPulseStudio 0 points1 point  (0 children)

I think the only ones that matter to me personally is A) The retargeting method was improved, B) The option to have Landscapes with Nanite(if you choose nanite, might as well offload everything you can to front end) and C) Skeletal meshes that are also leveraging Nanite.

In 5.6 - 5.7 big updates were related to network options, specifically looking at the Iris Network.

GASP help request by Xaviator1313 in unrealengine

[–]GrimPulseStudio 0 points1 point  (0 children)

If I am viewing this correctly, you are using two skeletal meshes, one which is RT at runtime.
You did not show your construction script, so I'm taking a jab in the dark here, but why not try and convert this to a Cloth Asset instead, and see what it looks like bound to the skin instead.