# Creating a Farming RPG (like Harvest Moon) in Unity — Part 8: Regrowing and Wilting Crops

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 8 of our guide here, where we go through how to make crops that can be harvested multiple times, along with a system that allows for them to die. You can also find Part 7 of our guide here, where we went through how to grow and harvest crops.

A link to a package containing the project files up to Part 8 of this tutorial series can also be found at the end of this article, exclusive to Patreon supporters only.

# Creating a Farming RPG (like Harvest Moon) in Unity — Part 3: Farmland Interaction

Correction: In the video, we made a reference to the `PlayerController` component 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.

# Creating a Farming RPG (like Harvest Moon) in Unity — Part 1: Movement

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.

# Shallow vs. deep copying in Python

If you’ve worked with Lists in Python before, you’ll quickly realise that they work differently from primitives like integers and strings. Consider the following:

```a = "hello"
b = a
a = "world"
print(a) # Outputs world
print(b) # Outputs hello```

Notice that changing the value of `a` does not change the value of `b`. This is called passing by value. In Python, Lists do not behave this way:

```a = [2, 3, 4, 5]
b = a
a.append(6)
print(a) # Outputs [2, 3, 4, 5, 6]
print(b) # Outputs [2, 3, 4, 5, 6]```

In the above example, notice that changing the value of List `a` also changes the value of List `b`. This is because both `a` and `b` are referring to the same List, and this is called passing by reference.

# Drawing radar charts for stat UIs in Unity

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.

I have previously written an article about how we rendered Unity’s NavMesh to show our WAIFUs’ walkable areas. Check it out!