Ever wanted to create a game like Harvest Moon in Unity? Check out Part 30 of our guide here, where we expand out dialogue and tool system, and add a simple character creation. You can also find Part 30 of our guide here, where we went through character creation, dialogue & tools.
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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 24: Next-Level Character Select Screen
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.
Creating a Metroidvania (like Hollow Knight) — Part 12: Next-Level UI System
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
Update 2 January 2024: We have fixed a few bugs in the scripts that were making some parts of the new code not work. Please re-copy and paste the codes if you were following this guide before.
One of the issues that our readers had a lot of bugs for, and a lot of questions on, in our forums, is regarding the scene fading functionality in SceneFader
that we've made in Part 5. These issues, are in part, due to our Scene Fader GameObject needing to be manually set-up in each of our scenes for the fade-in and fade-out effect to work.
In Part 12, we are building a new, modular and much simpler way of handling UI, as well as of transitioning between the scenes, that will remove a lot of the problems and difficulties associated with managing all of these disparate UI elements.
Creating a Farming RPG (like Harvest Moon) in Unity — Part 29: Tool Anims and Stamina
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 29 of our guide here, where we work on player animations and a stamina system. You can also find Part 28 of our guide here, where we went through Part 3 of our NPC events.
Creating a Metroidvania (like Hollow Knight) — Part 11: Improved Time-Stop System
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
Part 11 is going to be the first of a few parts in our Metroidvania series that will focus on redesigning some of the codes in this series to make them more robust, and culminate in us having a new, and more stable saving system. In this part, we are going to be recoding and centralising the features in our project that involve time stopping—namely, the time-stop that happens whenever we pause the game, as well as the hit-stop that happens when the player gets hit.
Currently, both features are managed independently, and this can cause unintentional behaviour in the game sometimes. For example, if you happen to pause when an enemy hits you, the game freezes up even after you unpause, and you will need to do another pause and unpause to resume the game, as shown in the video below.
Creating a Rogue-like (like Vampire Survivors) in Unity — Part 23: Buff / Debuff System
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
To complete our new weapon system for this series, we will need to have a proper buff / debuff system, because there are weapons in Vampire Survivors that apply buffs and debuffs to enemies. Hence, we're going to be working on this in Part 23, so we can create cool stuff like this:

Creating a Farming RPG (like Harvest Moon) in Unity — Part 28: NPC Events (Part 3)
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 28 of our guide here, where we work to dive deeper into NPC Events and add cutscenes to our game. You can also find Part 27 of our guide here, where we went through Part 2 of our NPC events.
Creating a Farming RPG (like Harvest Moon) in Unity — Part 27: NPC Events (Part 2)
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 27 of our guide here, where we improve on the Dialogue system with the Blackboard. You can also find Part 26 of our guide here, where we went through Part 1 of our NPC events.
Creating a Rogue-like (like Vampire Survivors) in Unity — Part 15.5: Get Unique Character Sprites
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
This article is to help answer a question regarding our Vampire Survivors game. The question was, ” How do u get different sprites for your characters?”. In this article, we will go through how to do so.
Continue readingCreating a Rogue-like (like Vampire Survivors) in Unity — Part 22: Curse Boosts and All Enemy Stats
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
Now that we have the revamped enemy system that makes the enemy spawning much more exciting, let's look at how we can improve the depth of enemy interaction in our game. In Part 4, when we first implemented stats for the enemy, we only had health, move speed and damage. In this part, we are going to add all the enemy stats you find in Vampire Survivors on our enemies, so that we are able to create enemies with more depth.