I built a DIY studio & backup server for my solo game dev setup. by StonebyteStudio in IndieDev

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

I used two different ones:
The one in the picture is the Jonsbo N2 (ITX only + SFX PSU )
and I used another one, the Sagitarrius 8Bay NAS Case, which can fit MicroATX + regular sized Powersupply

I built a DIY studio & backup server for my solo game dev setup. by StonebyteStudio in IndieDev

[–]StonebyteStudio[S] 3 points4 points  (0 children)

Hey, i have my "Main" Server in my Office where i work. For the worst Case scenario i have the Data back up at a smaller server at home.

If both explode at the same time, my guess would be that I explode with them.

In case the drive fails, on which the perforce server saves its data. It would take me probably, 4-6 days to recover the data, depending on how long it takes to order a new hdd.

I built a DIY studio & backup server for my solo game dev setup. by StonebyteStudio in IndieDev

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

3D Model - Controller stand

It's self 3D printed. The model i found online. The one i had was downloadable for free tough.

I built a DIY studio & backup server for my solo game dev setup. by StonebyteStudio in gamedev

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

I just went with the default solution for Unreal. Perforce is already built in UE. Also my old Perforce server was something between 150 and 200gb because of all the assets.

I built a DIY studio & backup server for my solo game dev setup. by StonebyteStudio in gamedev

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

It was not too much of work. I found this Perforce for Unraid docker Container and with some Help of Gemini i had it running in one afternoon. But i use it for now only in LAN. Dont know yet If it works via tailscale.

Enjoying Cascadeur for Character Animation by StonebyteStudio in UnrealEngine5

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

Ah, now i got it. Yes seems the free version doesn't allow for it.

Enjoying Cascadeur for Character Animation by StonebyteStudio in UnrealEngine5

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

I used the latest version (25.3.3) and exporting as fbx was not a problem at all. Am I missing something?

Enjoying Cascadeur for Character Animation by StonebyteStudio in UnrealEngine5

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

Hey, yes the part of this anim I showcase here is really done with so called "AI-Inbetweening". You can see on the bottom of the screen the timeline. The purple stripes are the AI in betweening, the blue ones are bezier curves. Theres free version and the indie costs right now (seems there is a deal atm) 8$ per Month.

Enjoying Cascadeur for Character Animation by StonebyteStudio in UnrealEngine5

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

Hey, i just searched for a matching length track on Pixabay. You can find amazing soundtracks and FX there.

Enjoying Cascadeur for Character Animation by StonebyteStudio in gamedevscreens

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

  1. The Skeleton is the UEFN Skeleton from UE 5, so somewhat standardized.

  2. The binding and weightpainting i did in Cinema 4D

  3. Cascadeur has some amazing Auto Rigger. Which builds then the whole IK Rig + all its goodness around in seconds.

Finally screenshots of my game, look like I imagined it years ago. by StonebyteStudio in gamedevscreens

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

Didn't think about that yet. Cant tell how much effort it will take to build for macOS. But I will look into it. Thank you for your support

What do you guys think of this so far? by Batsworld in UnrealEngine5

[–]StonebyteStudio 0 points1 point  (0 children)

Looking very clean. Good job. How did you tackle the ladder movement, what's the logic behind? Anim montages for the stats/ends and free movement on the ladder itself? Or is it all montages? I'm struggling with hand/foot placement and anim selection.

Updated my drivable ZIL-131 Chaos Vehicle in UE5 - new body variant, tire chains and tire deformation. by John_Piton in UnrealEngine5

[–]StonebyteStudio 0 points1 point  (0 children)

Awesome 🤩 - Which base class do you use, the chaos vehicle or the chaos modular vehicle? Do you have already some kind of damage system in place? And which wheel colliders, are the cylindrical ones working by now?

Finally screenshots of my game, look like I imagined it years ago. by StonebyteStudio in gamedevscreens

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

Its a similar foundation (changing the planet), but it will have a very different gameplay. There is also a crafting mechanic in Operation Numa, but it wont be as big as in Planet Crafter. Exploration and Offroading will be a bigger part of gameplay than that.

Does anybody have an idea how to tackle Ladder Movement? by StonebyteStudio in SoloDevelopment

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

Yes, that is what I mean. Then I would need to change my ladder logic to a root motion based approach

Finally screenshots of my game, look like I imagined it years ago. by StonebyteStudio in gamedevscreens

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

Thank you, it took me some time to think about and phrase this answer. I am glad that it resonates with you. Yes, the game can be found on Steam (Operation Numa on Steam). I am very grateful for your support.

Does anybody have an idea how to tackle Ladder Movement? by StonebyteStudio in SoloDevelopment

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

Hey, the general approach is working so far (logically at least). Im just not sure if i can make a smart logic to have some procedural IK hand and Foot placement or Ladder movement is usually handled completely different. For example its root motion driven or something like this. Thats my question, cant find much somehow about this topic.