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    <title>Forem: Eric Rosén</title>
    <description>The latest articles on Forem by Eric Rosén (@chickendip86).</description>
    <link>https://forem.com/chickendip86</link>
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      <title>Forem: Eric Rosén</title>
      <link>https://forem.com/chickendip86</link>
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    <item>
      <title>Short Trailer #2</title>
      <dc:creator>Eric Rosén</dc:creator>
      <pubDate>Wed, 10 Apr 2024 21:38:21 +0000</pubDate>
      <link>https://forem.com/chickendip86/short-trailer-2-4gan</link>
      <guid>https://forem.com/chickendip86/short-trailer-2-4gan</guid>
      <description>&lt;p&gt;&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/g1IcBcr5MBM"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;Short 1 min trailer of some gameplay&lt;/p&gt;

&lt;p&gt;Indie game dev project. Solo dev so far in this project. Aiming for a fast-paced top down action/strategy game with some basic base building mechanics - vehicle construction etc. With help, this would be a fun multiplayer game!&lt;br&gt;
Next step is to make a demo map and a tutorial for new players to learn the weapons systems It will definitely require a tutorial for new players to learn the manual reload, which that is bound by different mouse gestures, each weapon unique in its gestures.&lt;/p&gt;

</description>
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    <item>
      <title>Mesh Sockets for weapons and gadgets - Unity</title>
      <dc:creator>Eric Rosén</dc:creator>
      <pubDate>Fri, 03 Nov 2023 22:03:03 +0000</pubDate>
      <link>https://forem.com/chickendip86/mesh-sockets-for-weapons-and-gadgets-53b5</link>
      <guid>https://forem.com/chickendip86/mesh-sockets-for-weapons-and-gadgets-53b5</guid>
      <description>&lt;p&gt;&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/hqa_rBvkj0c"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;Mesh Sockets for the character model. Each socket have a enum which corresponds to a specific weapon type/categorty, for example "primary", "secondary", "melee" or "special". Any weapon marked in this category will automatically be stored in the correspondings socket, if equipped. &lt;/p&gt;

&lt;p&gt;Music, as always, by Erik Brimstedt&lt;/p&gt;

</description>
      <category>unity3d</category>
      <category>csharp</category>
      <category>gamedev</category>
    </item>
    <item>
      <title>UI Reloader System V.1.1</title>
      <dc:creator>Eric Rosén</dc:creator>
      <pubDate>Sat, 21 Oct 2023 21:35:57 +0000</pubDate>
      <link>https://forem.com/chickendip86/ui-reloader-system-v11-1cj8</link>
      <guid>https://forem.com/chickendip86/ui-reloader-system-v11-1cj8</guid>
      <description>&lt;p&gt;&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/MWMcgM_9Sko"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;Second iteration of the Reloading system, allowing different ammo types to be used. More ammoVariations added and system is now snappy and satisfying to use. :) &lt;/p&gt;

&lt;p&gt;Incredible music from Erik Brimstedt is playing here as well. Fits perfectly to the dark military vibe. Many thanks for this Erik!! &lt;/p&gt;

&lt;p&gt;Next up: This reloading system will be implemented on vehicles as well and also allow for custom reloading mechanics for different weapon types and for different vehicles.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unity3d</category>
      <category>csharp</category>
      <category>programming</category>
    </item>
    <item>
      <title>UI Reloader System V.1.0</title>
      <dc:creator>Eric Rosén</dc:creator>
      <pubDate>Tue, 03 Oct 2023 12:35:32 +0000</pubDate>
      <link>https://forem.com/chickendip86/ui-reloader-system-v100-1ghe</link>
      <guid>https://forem.com/chickendip86/ui-reloader-system-v100-1ghe</guid>
      <description>&lt;p&gt;&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/Sr1Nk4wMQSk"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;First iteration of the Reloading system, allowing different ammo types to be used.&lt;/p&gt;

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      <category>unity3d</category>
      <category>gamedev</category>
      <category>programming</category>
      <category>csharp</category>
    </item>
    <item>
      <title>Short Trailer - 1 min GamePlay</title>
      <dc:creator>Eric Rosén</dc:creator>
      <pubDate>Mon, 04 Sep 2023 14:04:12 +0000</pubDate>
      <link>https://forem.com/chickendip86/short-trailer-1-min-gameplay-1mlh</link>
      <guid>https://forem.com/chickendip86/short-trailer-1-min-gameplay-1mlh</guid>
      <description>&lt;p&gt;&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/vfNIR2ywGvM"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;Short 1 min trailer of some gameplay&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unity3d</category>
      <category>csharp</category>
      <category>programming</category>
    </item>
    <item>
      <title>Dev Vlog - Part 1</title>
      <dc:creator>Eric Rosén</dc:creator>
      <pubDate>Wed, 12 Jul 2023 15:29:21 +0000</pubDate>
      <link>https://forem.com/chickendip86/dev-vlog-part-1-282k</link>
      <guid>https://forem.com/chickendip86/dev-vlog-part-1-282k</guid>
      <description>&lt;p&gt;&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/pYO9wFChwMY"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;So the initial idea is to make a  fast-paced military MOBA game  I think if Battlefield and helldivers  had a child and that child played on a  MOBA Arena  but I'm going to start off with a single  player campaign to reduce some  complexity and we're in the multiplayer.&lt;/p&gt;

&lt;p&gt;I'm gonna aim for like one versus one or  two versus two  but it's essentially like three lanes  one two three and uh a Waterway going in  the back door of the base as well so  it's set in the near future like 20  years from now so we got uh a bit cooler  weapons than today like mechs and  railguns but we don't have lasers and uh  so each team are gonna have a main base  and they're also gonna have a bunch of  sub basses like 10 sub basses that that  are scattered around on their side of  the map and they are essentially  capturing points so the main goal is to  reach into the enemy base and Capture  the Flag so each space gonna have a flag  in the middle and if you go in there  either by brute force or by being sneak  in some way you capture the flag you  bring it home to your own base and  that's how you win and so in order to be  able to capture the enemy flag uh you  could either be reduced really sneaker  good or you capture enemy sub basses  which um in turn gives you a better  economy like a high rate of income and  with that income you spend that money on  either upgrading your base Towers  structures Tech Etc or you upgrade your  vehicles and or your own Minion spawning  so you make your minions stronger so on  the single player Maps the enemy base is  going to be way larger and the play base  is going to be super tiny and going to  start off really poor.&lt;/p&gt;

&lt;p&gt;I'm not gonna have  any sub basses or anything the enemy  threat is like the the they're going to  have an increasing strength in their  wave spawning for each minute the wave  is going to be stronger and stronger  and the enemy will have a lot of sub  bases scattered around so capturing them  will increase your economy and with that  economy you can either upgrade your  defenses or your attacking power and  finally you will be able to plow through  the enemy waves and their bays and kill  their core and I think killing the core  or a boss or something would it would be  more fun playing versus a computer than  capturing a flag and so the field  computer that we have here which is uh  tied into the rangefinder where you set  an area and a delay time  for when to call things in uh you use  the field computer you access it and it  renders you immobile but then you can  choose one of the three categories you  can air drop in supplies ammunitions or  vehicles or stationary guns or you can  use the fire support and access  different uh fire supports.&lt;/p&gt;

&lt;p&gt;To pick an  airstrike you have different payloads  artillery  you got the rounds  Napalm Etc  and you also get the remote control  which gives you access to your last used  vehicle which have a shield you can  toggle on and off or you can take manual  control or you can also set an attack  path with a vehicle  so  you can set up an attack plan for the  vehicle with a delay time and then you  can go in yourself like on another flank  and for the air dropping in you can do  like the health and the container is for  the ammunition for the vehicles  and you can draw drop inside arms and  armor-pressing weapons Etc or vehicles  you're gonna have some light fast movers  like a Jeep some cool jet ski and such  heavy armor heavy Mac  so the field computer  together with the rangefinder it's a  huge asset for the player  and also I'm going to implement uh some  mechanics here with the reloads it's  going to be a interactable UI so where  you need to like pull a lever and pull  out the magazine get some the mag you  want the type around and you click and  hold and you pull it in and you release  the the firing locking mechanism or the  slide back and forth if you're  completely empty and so the reloading  system going to be different for all  vehicles as well so for the helicopter  you got the left and the right launcher  and you're going to be able to load them  separately or independently with  different type of Munitions and then you  can choose to to fire the left one or to  find the right one  or to fire both  or to alternate.&lt;/p&gt;

&lt;p&gt;So the the Tactical aspects of the  game is going to be based around  accuracy and cover so for example how  here you have a base accuracy and is the  stats you have and the cover level and  the stress level you have meaning like  how active you are if you're running or  if you get shot at this one is going to  affect you massively and if you're using  the shield that's gonna also like slow  down or I mean decrease your accuracy  massively so aiming and shielding is  going to render you basically uh  immobile while you do have your Shield  so you protect against all the smaller  arms fire and same with the armor it's  going to be based on like the cover  levels and  stands Etc and also the speed  so the Tactical aspect you're going to  be basically like if if if someone lies  down in a area of cover and uh have  maybe like single shot selected and I've  been laying still for uh for a few  seconds  it's gonna have like 100 aim 90 aim or  something and if someone is just  you know running and gunning with full  auto they're gonna have crap accuracy if  we enter a vehicle you see  there's going to be some Vehicle  Management with uh keeping track of your  fuel levels  and also with your economy you can  upgrade your tank in the consumption rate and Etc and the accuracy here on  some vehicles I mean uh especially the  stress level like if you get bombarded  with artillery  the stress is going to go up and you  even if you're in a vehicle you you will  have shitty aim,.&lt;/p&gt;

</description>
      <category>unity3d</category>
      <category>csharp</category>
      <category>gamedev</category>
    </item>
    <item>
      <title>Dev Vlog - Latest Update</title>
      <dc:creator>Eric Rosén</dc:creator>
      <pubDate>Wed, 12 Jul 2023 12:59:17 +0000</pubDate>
      <link>https://forem.com/chickendip86/dev-vlog-latest-update-end</link>
      <guid>https://forem.com/chickendip86/dev-vlog-latest-update-end</guid>
      <description>&lt;p&gt;Latest Vlog of my game here: Updated 2024-04-11:&lt;br&gt;
&lt;iframe width="710" height="399" src="https://www.youtube.com/embed/g1IcBcr5MBM"&gt;
&lt;/iframe&gt;
&lt;br&gt;
youtube link: &lt;a href="https://youtu.be/g1IcBcr5MBM"&gt;https://youtu.be/g1IcBcr5MBM&lt;/a&gt; &lt;/p&gt;

&lt;p&gt;Aiming to create a fast-paced military top down action/strategy game. Might also become a tower defense game, who knows. This is a small scale indie project so far, I hope to scale it up at a later stage. &lt;/p&gt;

&lt;p&gt;Systems which are in place now:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Damage System (armored, light, standard)&lt;/li&gt;
&lt;li&gt;Vehicle System&lt;/li&gt;
&lt;li&gt;Ammo Types and Ammo Variations which can be swapped on the fly by the player&lt;/li&gt;
&lt;li&gt;Mesh sockets for weapon types&lt;/li&gt;
&lt;li&gt;Manual Reload System with mouse gestures&lt;/li&gt;
&lt;li&gt;A.I. with state machine that scan and fight any layer we select&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Next step: &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Refine Player Controller, make snappy and fast&lt;/li&gt;
&lt;li&gt;Implement more enemy A.I. types, both enemy and player&lt;/li&gt;
&lt;li&gt;More A.I. attacks (grenade throws, rocket launchers etc) &lt;/li&gt;
&lt;li&gt;More A.I. maneuvers (roll away, evade)&lt;/li&gt;
&lt;li&gt;Make a single player map&lt;/li&gt;
&lt;li&gt;Make tutorial&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Long term: &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Campaign&lt;/li&gt;
&lt;li&gt;Multiplayer&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Comments with tips and trix are welcome. I'm very open to feedback, new ideas and what could be tweaked. If anyone want to join this endeavor, please reach out to me! &lt;/p&gt;

&lt;p&gt;Cheers! &lt;br&gt;
/ Eric&lt;/p&gt;

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      <category>gamedev</category>
      <category>unity3d</category>
      <category>csharp</category>
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