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Creating a Farming RPG (like Harvest Moon) in Unity — Part 35: Festival System (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 35 of our guide here, where we fix a few bugs and implement a new Festival system for our game. You can also find Part 34 of our guide here, where we created our storage system.

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Using GitHub Desktop for Unity - Part 4: Branching

GitHub Desktop for Unity — Part 4: Branching

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

In the 4th part of this series, we dive into one of Git’s most powerful features—branching. 

When working on projects, it’s common to accidentally overwrite someone else’s work or struggle with testing new ideas without affecting the main project. Branches act as a safe workspace, letting you build new features without worrying about breaking your existing game build.

In this article, we’ll explore what branches are, how to create and manage them, and how you can use them for your own development workflow.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 19: Upgrading the Level-up UI

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

12 May 2024: The article has been updated with some new content. The updated sections are labelled in boxes like these below.

While working on the next part of the Vampire Survivors series, one of our Patrons reported a bug with our weapon upgrade UI system in this forum topic. Basically, if you already have the maximum number of weapons / passives in your inventory, the level-up UI will still continue to give you new weapons / passives as upgrade options. These upgrade options, however, are unselectable, because the function that is fired when they are clicked on will fail, as the PlayerInventory will fail to add the item.

What began as (what I thought was) an easy bug fix became an entire part in the series, because the bug fix turned out to require a bigger overhaul on our scripts than I expected.

Hence, we have this part of the tutorial series.

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Vampire Survivors Part 18

Creating a Rogue-like (like Vampire Survivors) in Unity — Part 18: Implementing a Dynamic Stats System and UI

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

In earlier parts of our series, we only implemented 6 different stats on our player. Vampire Survivors, however, has many more stats than that, so in Part 15, we created a newer way to manage stats that made it easier for us to add more stats in the future.

In this part, we are going to add these stats, and create a new, dynamic, and extremely easy-to-use UI element that will automatically update itself whenever we add new stats, so we don't have to create a new UI setup whenever a new stat is added.

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