Author Archives: Lukas Fletcher

About Lukas Fletcher

2016 Programming

Pre-Post-Mortem

This week concludes the series of blog posts about “Burn Witch, Burn!”. As such, I felt that a retrospective post is justified, even though the development process continues for another week. Being the lead coder in our group I’m going to focus on that aspect of the project.
The project was my first in Unity and C#, resulting in some hurdles that had to be overcome, or dragged along to the finish line. In C++ the #include directive is used to […]

/ Comments Off on Pre-Post-Mortem
Program: Programming

Pre-Post-Mortem

This week concludes the series of blog posts about “Burn Witch, Burn!”. As such, I felt that a retrospective post is justified, even though the development process continues for another week. Being the lead coder in our group I’m going to focus on that aspect of the project.
The project was my first in Unity and C#, resulting in some hurdles that had to be overcome, or dragged along to the finish line. In C++ the #include directive is used to […]

/ Comments Off on Pre-Post-Mortem
Program: Programming

Knights’ Knowledge

In this blog I’ve written about the teleportation mechanic and it’s dynamics. Last week I introduced the knight, which is an enemy that blocks the player’s shots from the front with a shield and needs to be teleported behind of to strike the vulnerable back.

The behavior of the knight is similar to other enemies’ and thus didn’t require much work. Only a few variables were tweaked in the inspector to suit the knight’s attributes, slow and sturdy.
An obstacle was met […]

/ Comments Off on Knights’ Knowledge
Program: Programming

Knights’ Knowledge

In this blog I’ve written about the teleportation mechanic and it’s dynamics. Last week I introduced the knight, which is an enemy that blocks the player’s shots from the front with a shield and needs to be teleported behind of to strike the vulnerable back.

The behavior of the knight is similar to other enemies’ and thus didn’t require much work. Only a few variables were tweaked in the inspector to suit the knight’s attributes, slow and sturdy.
An obstacle was met […]

/ Comments Off on Knights’ Knowledge
Program: Programming

Enemies’ Effect

The previous weeks’ posts were about the teleport mechanic in “Burn Witch, Burn!”. This week I’d like to go through the dynamics associated with it.
The game’s world space is quite limited for a bullet hell. Combined with the floaty controls, from hovering over the ground on a broom, the player is very susceptible to taking damage. The teleport provides the player with a means to escape otherwise difficult predicaments.
In the early stages of prototyping, the enemies were only programmed to […]

/ Comments Off on Enemies’ Effect
Program: Programming

Enemies’ Effect

The previous weeks’ posts were about the teleport mechanic in “Burn Witch, Burn!”. This week I’d like to go through the dynamics associated with it.
The game’s world space is quite limited for a bullet hell. Combined with the floaty controls, from hovering over the ground on a broom, the player is very susceptible to taking damage. The teleport provides the player with a means to escape otherwise difficult predicaments.
In the early stages of prototyping, the enemies were only programmed to […]

/ Comments Off on Enemies’ Effect
Program: Programming

Testing the Teleport

Extending last week’s post, the teleport is being developed further in our 2D shoot ’em up game.
First, the implementation of the teleport was fixed. Unity’s rotation axes don’t use the Cartesian Axes reference point, but starts on the positive y axis instead. The teleport now uses basic trigonometry to calculate the radius from the player and confines it to the maximum radius, set in the inspector.
We had also begun playtesting the teleport. The lack of any indication of the maximum […]

/ Comments Off on Testing the Teleport
Program: Programming

Testing the Teleport

Extending last week’s post, the teleport is being developed further in our 2D shoot ’em up game.
First, the implementation of the teleport was fixed. Unity’s rotation axes don’t use the Cartesian Axes reference point, but starts on the positive y axis instead. The teleport now uses basic trigonometry to calculate the radius from the player and confines it to the maximum radius, set in the inspector.
We had also begun playtesting the teleport. The lack of any indication of the maximum […]

/ Comments Off on Testing the Teleport
Program: Programming

Proto-prototyping

I’m currently working on the 2d shoot ’em up game “Burn Witch, Burn!”, in a team of four members, using Unity. It’s a completely new experience for me which is both exciting and nerve-racking.
Beginning the project I felt that finding a way for us to be able to share our work was the number one priority. My first week was spent learning about repositories and trying to establish one for the group.
Meanwhile, the project had started taking shape through the […]

/ Comments Off on Proto-prototyping
Program: Programming

Proto-prototyping

I’m currently working on the 2d shoot ’em up game “Burn Witch, Burn!”, in a team of four members, using Unity. It’s a completely new experience for me which is both exciting and nerve-racking.
Beginning the project I felt that finding a way for us to be able to share our work was the number one priority. My first week was spent learning about repositories and trying to establish one for the group.
Meanwhile, the project had started taking shape through the […]

/ Comments Off on Proto-prototyping
Program: Programming