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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) - Part 1

Creating a Rogue-like Shoot ‘Em Up (like Vampire Survivors) — Part 1: Movement and Camera

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

Ever wanted to create a rogue-like shoot ’em up game like Vampire Survivors? In Part 1 of our guide, we will go through how to create movement, animations and a camera for our player character.

A link to a package containing the project files up to Part 1 of this tutorial series can also be found at the end of this article.

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Swords and Shields
Awesome starters artwork by Ry Spirit: https://instagram.com/ryspiritart/

Calculating EVs needed to raise a stat in Pokémon

As a result of working on upgrades for this Pokémon Effort Value Calculator, math has been a pretty big part of my life for the past few months, as I’ve been rearranging the games’ formulas for stat and damage calculation to make my own that fit my needs.

One such formula was the EVs needed one, which gives you the amount of EVs you need to invest to raise a stat by n points. Everyone knows that at Level 100, you get 1 stat point for every 4 EV points you invest; but what happens when you’re not at Level 100, or when you factor in stat modifiers like Nature, or item and ability boosts?

Don’t know what effort values are? Start with this article from Bulbapedia. Don’t play the mainline Pokémon games? Then you should start with these.

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