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How To Fix Unit Test Failures for LightningLoginFormControllerTest.testIsUsernamePasswordEnabled

Our release pipeline runs all unit test for validation and all of a sudden we are getting this error which failing the unit test. These are autogenerated codes by Salesforce so it was a head scratcher why this will suddenly fail. There are 2 possible options to fix this. Option 1 – Update the Apex… Read More How To Fix Unit Test Failures for LightningLoginFormControllerTest.testIsUsernamePasswordEnabled

Breaking Down the JRPRG Game Loop: From Exploration to Combat Start – Part 4

In our series on translating turn-based combat into Unreal Engine, we’ve already talked about how combat itself should live in a clear, explicit state machine with well-defined responsibilities. But before the first combat state ever fires, the player is usually in a completely different loop — exploration. In this post we’ll break down how exploration transitions… Read More Breaking Down the JRPRG Game Loop: From Exploration to Combat Start – Part 4

Migrating from Vlocity Industries to OmniStudio Standard Runtime: A Practical Guide

Salesforce’s evolution of OmniStudio marks a significant shift for customers using Vlocity Industries. What was once tightly coupled to a managed package runtime is now moving toward a standardized, platform-native OmniStudio runtime — bringing better tooling, performance, and long-term support. But make no mistake: this is not a simple upgrade. It’s a runtime and data model migration that requires planning,… Read More Migrating from Vlocity Industries to OmniStudio Standard Runtime: A Practical Guide

Translating Turn-Based Combat Structure Into Unreal Engine – Part 3

With a paper-defined combat system in place, the next step is translating structure into Unreal Engine. This is where abstract rules become concrete systems — but it’s also where many projects quietly go wrong. The goal is not to recreate the combat design verbatim in code, but to preserve its intent while adapting it to Unreal’s architecture.… Read More Translating Turn-Based Combat Structure Into Unreal Engine – Part 3

Designing Turn-Based Combat – Part 2

Before opening Unreal Engine, the most important system in a JRPG needs to exist on paper. Turn-based combat is not something you “discover” through implementation. It is something you decide, deliberately. The clearer the combat rules are upfront, the easier every technical decision becomes later. This post focuses on designing a turn-based combat system at a… Read More Designing Turn-Based Combat – Part 2

How to Make a JRPG in Unreal Engine: Starting With Theory – Part 1

Before opening Unreal Engine. Before creating a project. Before creating any assets. This is where I want to start. JRPGs are not just a camera angle, a turn-based menu, or a nostalgic art style. They are systems-heavy games built on layers of intentional design decisions. If those decisions are unclear at the start, no engine — Unreal… Read More How to Make a JRPG in Unreal Engine: Starting With Theory – Part 1

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