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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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GitHub Desktop for Unity - Part 3

GitHub Desktop for Unity — Part 3: How to resolve merge conflicts

This article is a part of the series:
Using GitHub Desktop for Unity collaboration

In the second part of this series, we explore a very common problem that teams usually run into when collaborating on GitHub Desktop—merge conflicts. These can cause significant delay to your work, as you are forced to handle them when they occur before progressing; and it can take a fair bit of time and skill to solve them.

Resolving them incorrectly can also cause work progress to be lost.

Hence, in this article, we’ll be covering what they are, how you can avoid them, and how you can resolve them.

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Creating a Rogue-like (like Vampire Survivors) - Part 15

Creating a Rogue-like (like Vampire Survivors) in Unity — Part 15: Weapon System Revamp

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

This part of Vampire Survivors has been 2 months in the making, and it contains enough content to be split into 3 or 4 parts. Nevertheless, I decided to release it as a single part because there was no natural place I could split this part into.

This part contains a lot of advanced coding concepts that can help you take your programming to the next level if you've been following our series, because it contains a lot of reorganising of code to make our game easier to manage. At higher levels, good coding is often a matter of organisation rather than knowledge, because organising your codebase well will allow you to very easily create new content; and a poorly-organised codebase will be hell to work with when you create a lot of content. Hence, this part will be very helpful to those of you looking to take your coding skills to the next level.

In Part 15 of the Vampire Survivors series, we will be covering the rework of the weapon system so that it will be more flexible and intuitive to use. In essence, we are making the weapon system more integrated, so that our weapon data files will not be spread across multiple prefabs and data files:

Weapon data spread across multiple files.
Our weapon data for different levels was spread across multiple files, making them hard to manage.

Instead, we want all our level data, as well as our weapon evolution data, to all be kept within a single data file:

New weapon data setup
We want all our data to be contained within a single file.
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