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paperwizards

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A member registered Jun 06, 2020 · View creator page →

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Hey folks, I've been running into some issues with trying to import character animations from the newly updated graveyard pack into unreal engine 5.6. I've tried the following:

1. Importing GLB files - the problem here is that I get an error saying that the bones on the skeletal mesh have non-unique names. All the animation assets import, but don't actually move because there's no bones in the character mesh, only a skeleton root node. I've tried looking at the preview for the import of the skeleton mesh and bones before importing in UE5, and it seems that there's only a root node for the skeleton and no bones.

2. Importing FBX file -the skeleton imports without issue into UE5, but there's only one animation blueprint that appears and has no animation assets on it. I tried frankensteining it by importing the FBX skeleton and then the GLB animations, but no dice there either. 

I'm very new to importing character models so I may have missed something in the process of putting them into my UE5 project. Would be grateful if anyone has any idea of how to resolve this. I had no issues when using the kenney mini characters from the kenney.nl website, so I'm not sure what's going on here. 

OW. OW OW OW OW OW OW OW.

5/5 stars!

The biggest issue with the body text that I encountered was that it felt like I was reading one long sidebar, if that makes sense. The text size for the body text is just big enough that it reads as "side content to the body text" to me, and the combo of the body text size with the column size left me feeling like I was stitching together sentence fragments into one whole sentence vs. just reading a sentence. There are some images in the columned text that feel like they would be better in a larger size and breaking the column format, such as some of the more intricate images on page 5. I find that columns are usually a helpful formatting for when you have lots of little bits of information to put into one section that would otherwise take up a lot of page length, or for lots of body text that is in very small text like an academic paper.  It was much easier for me to read and retain the sections of rules and setting that were formatted without columns and gave the images room to shine. 

You actually have some really good formatting on your character sheets;  you use column, tables, and blank fields effectively against the ornate borders and images you've chosen. If I'm looking at the document just through formatting alone, that looks like where you hit your stride. The spots that are not in columns feel like you've given them room to breathe and shown off your creativity. Your lovely text needs room to breathe so it can dance with your images! There were plenty of pages that wowed me, so I think you'll just get better with practice. 

This entry is really vivid and rich with text and story; I was delighted to see how many different outcomes you wrote up and how cohesive the entire thing is. Narrative wise, this game works really well with itself, if that makes sense. You have a very clear image of what the game will be when you start reading it, and the entire game follows through on your opening premise. It feels like navigating through a video game with cutscenes, knowing that there are more things you could see if you were just able to figure out how to get there. My only real issue with the game is the formatting and font, the base font feels more like a display font than a body text font. I would have also liked to see more images scattered in the document, as it is a bit text heavy. That aside, really good entry and good work making something that feels like it could be played over and over like a favorite video game. 

A fascinating game with a classic narrative and interesting mechanics. The character creation mechanic of using cards to populate traits is one thing that really grabbed me; I love a good character creation setup, and the idea of using chance to make your characters is a fun one. You've got really solid archetypes to work with, with interesting traits under each one that all feel like they belong within your archetypes. The use of cards as your primary mechanic makes the whole game feel like one of those old tales of playing against death, or gambling with the devil. (I can see the Old Gods influence in this!) I did find that the document wasn't the best for readability; the column/text size combo was an issue for me, and I have also had a hard time picking out the text on the title page (maybe it needs to be higher contrast/bold so it stands out more against the background?) Otherwise, this feels like a solid game with a classic setting and narrative that leans into folklore and horror. Great job!

There is nothing so horrifying to me as the concept of a submarine, so this game already ticks the horror box for me on that basis alone. Congratulations on making a game that perfectly encapsulates why submarines are miniature circles of hell floating around where no person should be! 

My fears aside, this a great game with creative mechanics. The use of tearing and tape is a fun mechanic that works really well with the destructive nature of the narrative. I kept on getting distracted  from the text by how good the document design is; it helps make the game feel immersive (ha) from page one. I like your Macrophage Module and the events you created. The game is overall really cohesive, nothing feels out of place or like it doesn't belong in this game. Well done on making something that has made me squirm (in a good way) just reading it!

A vivid and well-structured solo RPG that generates a great story around an exorcism. The game document is a visual feast that uses quoted historical text about exorcisms very effectively, and generates great narratives. Love the use of tarot cards for gameplay and plot elements!

I adore this little one shot. You've put together a vivid, punchy story for a party to follow with room for the DM to insert anything they want  to. This one shot feels almost modular in the sense that I could see myself plugging it into an existing campaign or using it as a launchpad for another, larger campaign. Just the fact that you've created a town map, dungeon map, and assembled character tokens feels luxurious as someone who has DMed a campaign where I made all of these assets myself. I really like this entry, personally; it's compelling and leaves me hungry for more. Good job!

A solid, vivid solo RPG with a great layout and mechanics. I like the combination of the block tower with tarot; it's a fun way to blend different mechanics together. The premise of the game is simple but imaginative and sparks interesting plots regarding an exorcism. My only critique is that I had a hard time following the rules as they were being explained; the explanation of the rules felt disconnected from gameplay and I only  was able to fully understand them after I read the rest of the game and saw what they would do once in action. Otherwise, this entry is great! The use of visuals with quoted texts really gives this a professional feel and makes it a visual feast as well as an intellectual one. Great entry!

Thank you so much for the review!! The comment about the Blessings being both traits you get from the  Saints and the modifiers is a good catch; I think I initially called the modifiers system Blessings because I was considering adding a Miracle mechanic, but I'll sort it out when I revisit it. The idea of using dice for modifiers is also fun. I do want to come up with a way to entice players to use their points and not hoard them beyond simply "hit them with something big right away", which I hope to add in the second draft. Too much success translating into consequences is also a good idea, I've used that in a previous system with great results in gameplay. And argh, I knew I was missing something on the character sheet! A spot for the Saints is a good call. I'm going to see what I can do to make that character sheet better going forward. I was initially planning on making a table or system of some sort for GMs to support in-game encounter creation, but ran out of time before I could implement it. It's good to know that's something that would be considered helpful.

Thank you again for the review, it gives me good ideas about how to modify the system when I come back to it!