Ever wanted to create a game like Harvest Moon in Unity? Check out Part 6 of our guide here, where we go through how to set up a day-night cycle and manage in-game time. You can also find Part 5 of our guide here, where we went through how to create an item equipping system.
Ever wanted to create a game like Harvest Moon in Unity? Check out Part 5 of our guide here, where we go through how to equip and unequip items. You can also find Part 4 of our guide here, where we went through how to create an item management system.
Ever wanted to create a game like Harvest Moon in Unity? Check out Part 4 of our guide here, where we go through how to create an item management system. You can also find Part 3 of our guide here, where we went through how to set up farmland elements that our player character will interact with.
Correction: In the video, we made a reference to the PlayerControllercomponent in the PlayerInteraction class. However, we later found that we didn’t make use of it at least in this part, so you can choose to skip that bit in the video for now, as it is redundant. They are highlighted in red in the finalised codes below.
Ever wanted to create a game like Harvest Moon in Unity? This is Part 3 of our guide, where we go through how to set up farmland elements that our player character will interact with. You can also find Part 2 of our guide here, where we went through how to set up our player camera.
Ever wanted to create a game like Harvest Moon in Unity? Check out Part 2 of our guide here, where we go through how to create a camera that follows our player character around. You can also find Part 1 of our guide here, where we went through how to set up our player character.
Ever wanted to create a game like Harvest Moon in Unity? Check out Part 1 of our guide here, where we go through how to create animations and movement for the player character.
Are you planning to create a Unity game for mobile devices? Wondering how you can export your game and build it as an app on Android? Look no further — here’s a step-by-step guide to exporting your game onto your Android device, updated for 2023.
If you’re looking for a way to test your game as you’re making it, check out Unity Remote — it’s an Android app that mirrors Unity Editor’s Game screen when you are in Play Mode. Once you’ve installed it, we have a guide covering how to get Unity Remote working on your devices.
As part of a school assignment in the past year, my team and I created Apoca Force, a tower defense game where WAIFUs (World Apocalypse Intercepting Frontline Units) are deployed onto a battlefield to combat an undead horde. To provide some variation (and eye candy) in gameplay, the game provides a variety of different WAIFUs for players to deploy.
To display the different stats WAIFUs have, we decided to include a radar graph on our build interface to illustrate the stats of each type of WAIFU. In this article, I will talk about the technicalities involved in making that happen.
One of the biggest perks of using Microsoft’s Visual Studio to write your Unity scripts is IntelliSense — a code completion aid in Visual Studio that offers suggestions as you write your code, and contextually presents you with information about classes, properties and methods that you are working with.
Given Unity’s enormous scripting API, IntelliSense is a tremendously helpful feature, especially for coders who are beginning their foray into developing games and software with Unity; and while we’d love to say that IntelliSense is automatically set up and linked to Unity’s API when you install it with the Unity Editor, sometimes that’s just not the case. So, if you’ve got both Unity and Visual Studio set up, but find that IntelliSense is still not offering Unity API suggestions, then this guide is for you.
As part of a school assignment in the past year, my team and I created Apoca Force, a tower defense game where WAIFUs (World Apocalypse Intercepting Frontline Units) are deployed onto a battlefield to combat an undead horde. In this game, WAIFUs serve as the eponymous towers of the genre, but with a twist — by spending some resource, they can be moved after they are deployed.
To denote the areas that WAIFUs can walk on, we created an interface that highlighted walkable areas on the map when players decide to move their WAIFUs. This is what we ended up with: