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Metroidvania Part 14

Creating a Metroidvania (like Hollow Knight) — Part 14: Modular Pickup System

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

This article will be free until the video is released.

In Part 14, we are going to be improving upon the pickup system, and the UI overlay that pops up when you pick up an item. We are also going to be using the hit stop system that we made in Part 11 for the UI interlude that happens whenever we pick up an item.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 26: Coins and Save System

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

In the next part of our tutorial series, we will be implementing a save functionality for our coins and coin pickups. We'll be introducing a coin system that persists across play sessions, allowing players to track their progression. Alongside this, we'll add new pickups that reward players with coins during gameplay.

Currently, there are no persistent rewards tied to completing levels. By introducing collectible and usable coins, we create a more engaging experience where players feel rewarded for their efforts and have meaningful goals to work toward.

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Creating a Metroidvania (like Hollow Knight) — Part 13: Next-Level UI for Health & Mana

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

In the last part, we focused on building a new, modular and much simpler way of handling UI. We are following this up in Part 13 by upgrading and simplifying the code for our health and mana UI as well, as there are a couple of problems with it.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 25: Level Select Screen

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

Continuing on from our Character Select Screen, lets do up a Level Select (or Stage Selection as Vampire Survivors calls it) for our player to both choose what map they'd like to play on, as well as view the level's info such as the time limit, bonuses and more. We'll also be introducing level buffs that can affect both players and enemies, adding variety to your level's mechanics and making each level more unique

Currently, our tutorial series only has one level, which is the Mad Forest, so with this new level select that we're gonna be implementing, it will enable us to create new levels much easier.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 24: Next-Level Character Select Screen

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

It's been a while since we've done anything new on our Character Select Screen and currently, you'll notice that it is extremely plain: A set of buttons describing the name and weapon of the character without any visuals or extra info. Hence in Part 24, we'll be adding proper character icons, a description box, and a stats section so players know the exact stats of the character they'll be selecting.

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