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Josh Vang
Josh Vang

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Sep 13, 2021

Outlying the Stage

When designing a platform game, it’s pertinent to find the right balance of challenge and enjoyment. Make it too hard and the player will quit due to frustration. On the other hand, make it too easy and the player will beat it in mere minutes. Furthermore, it’s important to determine…

3 min read

Outlying the Stage
Outlying the Stage

3 min read


Jul 20, 2021

Updating Frames Per Second

According to Unity, the Update function is called every frame. And if we render a set amount per second, then in theory, that should be the amount of times Update is called per second. Why is this important? Because, as computers get faster and more powerful, Unity is able to…

3 min read

Updating Frames Per Second
Updating Frames Per Second

3 min read


Jul 17, 2021

A Simple Way to Pause

Although it breaks the player’s immersion, one of the hallmarks of a game is the ability to pause and resume the game whenever they want to. This helps the player “recharge” while not resetting the current game state from the point of pausing the game. …

4 min read

A Simple Way to Pause
A Simple Way to Pause

4 min read


Jul 15, 2021

Building and Uploading to itch.io

You finished your game, you debugged everything you faced, and you polished it to the best of your ability. Now it’s time to upload for others around the web to view and play what you’ve created! Here, we’ll walk through how to upload to one of the more popular game…

6 min read

Building and Uploading to itch.io
Building and Uploading to itch.io

6 min read


Jul 14, 2021

Loading the Scene with a Simple Loading Screen

Depending on how intensive the game is, it might take some time before the player is able to control the character. This is because the game would need to load essentially everything in the scene, from the characters and enemies to the environment and logic. …

4 min read

Loading the Scene with a Simple Loading Screen
Loading the Scene with a Simple Loading Screen

4 min read


Jul 13, 2021

A Single(ton) Manager

After the creation of the managers, it’s time to pass the necessary information to objects that need them. After all, managers should be relaying important information to its subordinates. However, how do we do that to ensure information relayed are current and accurate? The Good Way In Unity, there are several ways to…

3 min read

A Single(ton) Manager
A Single(ton) Manager

3 min read


Jul 12, 2021

Managing Your Scene in Unity

You’ve set up everything in the scene: the environment’s layout, the enemies’ logic, the player’s control, added win/loss scenarios, and even audio and cutscenes. Does this mean it’s ready to be published? Technically yes, as you have a functional scene; however, to truly make it a game, you’ll have to…

2 min read

Managing Your Scene in Unity
Managing Your Scene in Unity

2 min read


Jul 11, 2021

Secure the Area in Unity

Nowadays, essentially anyone can buy and install a security camera around their property with little to no hassle. And like reality, we can implement security cameras in video games with little to no hassle as well. Getting Started

4 min read

Secure the Area in Unity
Secure the Area in Unity

4 min read


Jul 8, 2021

Give the Power of Sight to the AI

One of the ways developers can make games fun while challenging is how the function of the enemy. Whether it’s shooting at the player, battling them, or chasing them, by being the enemy, they should do something to hinder the player’s movement towards the goal. Like a see-saw, if one…

4 min read

Give the Power of Sight to the AI
Give the Power of Sight to the AI

4 min read


Jul 6, 2021

Many Enemies, Few Scripts

Oftentimes in game development, you’ll reuse an enemy from before but repurpose it to fit the current need. For instance, this new enemy could essentially be a “palette swap” of another enemy or just a duplicate from another part of the game. …

4 min read

Many Enemies, Few Scripts
Many Enemies, Few Scripts

4 min read

Josh Vang

Josh Vang

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