Metroidvania Part 11

Creating a Metroidvania (like Hollow Knight) — Part 11: Improved Time-Stop System

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

This article will be free until the accompanying video is released.

Part 11 is going to be the first of a few parts in our Metroidvania series that will focus on redesigning some of the codes in this series to make them more robust, and culminate in us having a new, and more stable saving system. In this part, we are going to be recoding and centralising the features in our project that involve time stopping—namely, the time-stop that happens whenever we pause the game, as well as the hit-stop that happens when the player gets hit.

Currently, both features are managed independently, and this can cause unintentional behaviour in the game sometimes. For example, if you happen to pause when an enemy hits you, the game freezes up even after you unpause, and you will need to do another pause and unpause to resume the game, as shown in the video below.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 23: Buff / Debuff System

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

To complete our new weapon system for this series, we will need to have a proper buff / debuff system, because there are weapons in Vampire Survivors that apply buffs and debuffs to enemies. Hence, we're going to be working on this in Part 23, so we can create cool stuff like this:

Clock Lancet effect
This is so cool.
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Creating a Farming RPG (like Harvest Moon) in Unity — Part 28: NPC Events (Part 3)

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 28 of our guide here, where we work to dive deeper into NPC Events and add cutscenes to our game. You can also find Part 27 of our guide here, where we went through Part 2 of our NPC events.

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Creating a Farming RPG (like Harvest Moon) in Unity — Part 27: NPC Events (Part 2)

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 27 of our guide here, where we improve on the Dialogue system with the Blackboard. You can also find Part 26 of our guide here, where we went through Part 1 of our NPC events.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 15.5: Get Unique Character Sprites

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

This article is to help answer a question regarding our Vampire Survivors game. The question was, ” How do u get different sprites for your characters?”. In this article, we will go through how to do so.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 22: Curse Boosts and All Enemy Stats

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

Now that we have the revamped enemy system that makes the enemy spawning much more exciting, let's look at how we can improve the depth of enemy interaction in our game. In Part 4, when we first implemented stats for the enemy, we only had health, move speed and damage. In this part, we are going to add all the enemy stats you find in Vampire Survivors on our enemies, so that we are able to create enemies with more depth.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 21: Upgrading the Enemy Spawn System

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

In Part 7 of our series, we created an enemy spawning system so that we had a way to generate enemies and run the core gameplay loop of our game. The enemy spawning system that we created then had a couple of limitations. For example, it was not possible to spawn the infamous Flower Wall that you saw in the Vampire Survivors game.

Flower Wall
By the end of this tutorial, you will be able to do this.

Hence, we're setting out to improve our enemy spawning system so that this sort of spawn becomes possible.

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Creating a Farming RPG (like Harvest Moon) in Unity — Part 26: NPC Events (Part 1)

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 26 of our guide here, where we dive into the NPC Events . You can also find Part 25 of our guide here, where we went through how to set up the Interact UI and Calendar.

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Creating a Farming RPG (like Harvest Moon) in Unity — Part 25: Interact UI and Calendar

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 25 of our guide here, where we set up the Interact UI and Calendar. You can also find Part 24 of our guide here, where we went through how to set up NPC Movement.

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Fixing lighting artifacts in Unity using Deferred Rendering

Fixing lighting artifacts in Unity with Deferred Rendering

Lighting in Unity can either be simple or tedious, and it can be hard to get the right look that you’re going for. So, after building a beautiful scene and messing around with lighting settings and various values in render settings for a while, you finally take a look at your hard work to see if it looks good. Sometimes, it does! Other times, it might look like this…

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