Update 18 February 2024: Added a new section to fix a bug with the health bar not updating after picking up a health potion.
If you've been following our series for some time, one thing that you will be aware of is that our pickup system is a little janky, because sometimes our items will miss the player if he is moving too fast, or moving at an odd angle (thanks to g Dni for pointing this out).
After the previous part, where we revamped the weapon system, we will be fixing some bugs with our weapon system. Following that, we will be creating some of the more commonly-seen weapons in Vampire Survivors.
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Ever wanted to create a game like Subnautica? Check out Part 11 of our Underwater Survival Tutorial Series! In this part, we’ll be setting up new Gear Items that the Players can use, like flippers and oxygen tanks.
Ever wanted to create a game like Harvest Moon in Unity? Check out Part 23 of our guide here, where we set up NPC Routines. You can also find Part 22 of our guide here, where we went through how to set up chicken growth and speech bubbles.
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Ever wanted to create a game like Harvest Moon in Unity? Check out Part 22 of our guide here, where we set up chicken growth and speech bubbles. You can also find Part 21 of our guide here, where we went through how to set up animal relationships.
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Ever wanted to create a game like Harvest Moon in Unity? Check out Part 21 of our guide here, where we set up the Animal Relationship system. You can also find Part 20 of our guide here, where we went through how to make chickens wander in the coop.
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Ever wanted to create a game like Subnautica in Unity? Check out Part 10 of our Underwater Survival Tutorial Series here, where we set up Underwater Effects as well as adding animations to our Player!
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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:
Instead, we want all our level data, as well as our weapon evolution data, to all be kept within a single data file:
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Video authored, edited and subtitled by Sarah Kagda.
Ever wanted to create a game like Subnautica in Unity? Check out Part 9 of our guide here, where we set up more tools for the game.
A link to a package containing the project files of this tutorial series can also be found at the end of this article, exclusive to Patreon subscribers only.
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Unity offers you the opportunity to use three different pre-built pipelines suited for different purposes:
The Built-In Render Pipeline, which all assets use initially, is a general-use pipeline that has limited customisation.
Universal Render Pipeline (or URP) is a quick and easy-to-customise pipeline that allows you to create optimised graphics suitable for lower-end devices like mobile phones.
Conversely, the High Definition Render Pipeline (or HDRP) is a pipeline is meant for creating cutting-edge high-quality graphics for higher-end devices.
Because of all these different pipelines, when you’re buying assets from the Unity Asset Store, these files may not always be in the right format for the render pipeline your project is using.