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:
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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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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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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.
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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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.
Hence, we're setting out to improve our enemy spawning system so that this sort of spawn becomes possible.
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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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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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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…
So, in Part 19, we overhauled the level-up screen so that it became modular, and made it responsive as well, so that it would display properly in different screen resolutions. In Part 20, we will do the same thing for our inventory slots.
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