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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 5 days, 1 hour, 27 minutes, 37 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 5 days, 1 hour, 27 minutes, 38 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    About TeamEpsilon (twitter: @TheYayahkeekoot)

    Team Epsilon is harmoniously comprised of the following people:
    ---
    Christopher Yahyahkeekoot - @TheYayahkeekoot - the.second.effect@gmail.com
    Gabriel Silvarredonda - @gabotun - gabotun10@hotmail.com
    Jacob Lake - (Twitter Unknown) - (E-mail Not Yet Confirmed)
    ---

    We will be doing a top-down shooter, very original I know, and it will have many awesome things like Achievements

    Entries

     
    Ludum Dare 22

    TeamEpsilon's Trophies

    TeamEpsilon's Archive

    Submission: A World on the edge.

    Posted by (twitter: @TheYayahkeekoot)
    Monday, April 23rd, 2012 1:49 am

    Well, here go. It isn’t done but we got what we came for. This is pretty much just an engine. The game has all the mechanics it needs, it just requires a heavy amount of polishing. (Which might just happen anyways.)

    What went right: I loved the event designer and the fact that we made a sort ofenvironment that couldn’t be directly influenced. You are also a god so it is fairly sims-y if you know what I mean.

    What went wrong: Very little went wrong other than focus. We lost focus several times and I, personally took too many hours off (meaning more than 1) while the main programmer (@SteveUbach)  managed to pump out a brilliant skeleton for the village creation mechanic.

    Download link: http://filesmelt.com/dl/LD23q.exe

    ———————————————DISCLAIMER——————————————————

    The music isn’t ours ;( I found it somewhere (I lost the link) and it fit perfectly so I stole it like
    the pirate I am. I do not know who it belongs to but if someone figures it out please comment
    with a link – Thanks – Yayahkeekoot

    ——————————————————————————————————————–

    PS There aren’t achievements at the moment because I didn’t have enough time. (I did, it’s just my father is making me go to bed tonight, thus effectively destroying the 12+ hours I have left D:< )
    PPS There would be a Rodent of Considerable Size Achievement if I had time. The Easter egg is still in there though ;)

    First Playable Executable…

    Posted by (twitter: @TheYayahkeekoot)
    Sunday, April 22nd, 2012 2:37 am

    Well, here we are. Beta time. The game so far is a Sims style “watch it grow” themed game where the focus is on a small (one might even say “tiny”) world whose inhabitants know of your existence as a deity. You have the ability to call upon Nature herself (even flooding the world if you want) to help bring your will upon Man. So far this is the feature list:

    - Randomly generated villages with three (actually four) possible biomes, each with seperate spriting.
    - Each ^ has its own individual dynamic population that affects its surroundings in some way (not fully implemented)
    - Population growth rate depends on many variables and can become negative in certain circumstances
    - In-game player interactive questions that provide pros or cons depending on your answer, which affect the world long term.
    - A timer (located at the top right hand corner) displaying minutes and seconds left at the end of which causes the sun to supernovae, effectively ending the game
    - A Global population counter in the top left hand corner of the screen, displaying all the individual dynamic populations in one number.
    - If a village/dock or pyramid becomes large enough, the sprite changes and the growth rate is heightened ever so slightly.
    - Tornadoes that spawn randomly throughout the world when activated by the player, adding “unholy taint” to your soul
    - Meteorites spawned on player’s command that destroys a certain amount of population from each indiviual town, adding taint to your soul
    - The great Flood, which wipes the earth and yourself clean of everything (Taint included) <- Only usable twice in a single game.
    Three buttons that do absolutely nothing, labeled by a fissure, a skull and some lightning.
    - “Holy Aura” and “Unholy Taint” expressed by numbers above your disaster abilities which influence certain aspects of the game.

     

    There is obviously also more to it than just these functions mentioned above, so the dl link is here
    (ignore the “city” sprites, they went all derp on me)

    Programming Livestream -> Chris YayahkeekootGot any cool ideas for us? Please comment below and we’ll review them all (promise)

    - Team Epsilon

    The Second Genesis…

    Posted by (twitter: @TheYayahkeekoot)
    Saturday, April 21st, 2012 9:54 am

    So, Steve and I have the main game engine completed now (I’m pretty sure) and it looks beautiful. Nations spawn out of the nothing and begin to flourish or fail by random happenstance. The user can cause terrible events such as meteorites, tornadoes, Lightning Storms,  Earthquakes, The Plague and even the great Flood (of Noah’s Ark) to wipe away the sins of man and start anew. You are God, this is your Tiny World. Do with it what you like but keep in mind, you are not omnipotent and can only influence them indirectly.

    For a plot-line, we decided to give you a 30min timer in which you must race to get off planet with as much population as possible. This forms the basics of the scoring system, where the escaping population detirmines your score, and therefore the outcome of your race’s existence in the Universe.

    We had very few problems this time around, I have been extremely happy with the quality of work my partner is putting out and though we may have just slept for 3 hours and spent a total of 5 hours away from the keyboard, I believe we are far ahead of schedule both mechanically and developmentally.

    Screen Shot:

    Getting shit done, son... Still need some work on physics defying low pressure systems. That get off planet faster than contemporary rockets. >__>

    Programming - Http://www.twitch.tv/Steveubach
    Twitter              - TheYayahkeekoot

    - TeamEpsilon

    Back at it…

    Posted by (twitter: @TheYayahkeekoot)
    Friday, April 20th, 2012 11:29 pm

    Back in the chair, back to tunnell vision.

     

    Updates v1:

    - Got Village, Dock and Nomad towns to generate randomly on the land
    - Got Population per ^ block to be expressed in a string view-able on left click of ^ block

    - Finished “God” (WIP)

    Spriting – Http://www.twitch.tv/Yahyahkeekoot - Twitter: (at)TheYayahkeekoot

    Programming -  Http://www.twitch.tv/SteveUbach - Twitter: (at)SteveUbach

    - Team Epsilon

     

    Food Break and Progress Report thus far.

    Posted by (twitter: @TheYayahkeekoot)
    Friday, April 20th, 2012 10:04 pm

    “WELL YOU SEE…” said my colleague, 4 hours later, “THE SPAWN RATE IS TOO OVER POWERED”

    Yeah yeah… We cool. I decided that we needed something that looked nice, simplistic and fit the theme. I also wanted a highly user centralized game mechanic. The Engine is done and so we have, effectively, about 68 hours of polishing and event organizing.

    Yeah yeah… We cool.

    Streaming our work: (following our procurement of edibles of the McDonalds variety)

    Spriting – Http://www.twitch.tv/Yahyahkeekoot

    Programming -  Http://www.twitch.tv/SteveUbach

    - Team Epsilon

    A New Hope:

    Posted by (twitter: @TheYayahkeekoot)
    Friday, April 20th, 2012 9:29 pm

     

    A NEW HOPE:

    So, we started of with an OK idea that was more blunder than anything useful. I thought it’d be better to make something a little more literal… Above is a sneak preview of whatever you’re imagination can cook up… which is what we are producing.

    Spriting - Http://www.twitch.tv/Yahyahkeekoot

    Programming - Http://www.twitch.tv/SteveUbach

    First Post – WHOOOOOHT!

    Posted by (twitter: @TheYayahkeekoot)
    Friday, April 20th, 2012 6:05 pm

    Hello Everybody. This is Team Epsilon again for Round 2! Last time we made a game for the Jam in just 71.5 hours, just in time for grading. You guys were really awesome and so we placed 15th with “Nightmares of a wizard”. Last time we made a couple of mistakes… Some of which we will be attempting to revise this time around, probably with varying success. One of the main things will be making the sound files a “little” bit smaller… not 200 mb (zipped) “Tiny World” is the theme here is what  we will be using! (Dont judge)

     

    - Paint.Net

    - GameMaker 8 Pro

    - PyxelEdit

    - XSplit

    LiveStreams:

    Spriting and Development – Http://www.twitch.tv/Yahyahkeekoot

    Main Programming and Lead Designer: Http://www.twitch.tv/SteveUbach

    That’s it…. Well, good luck to all other contestants and have fun! (That’s what it is all about)

    PS: Our goal is to place 14th or better.

     

    - Team Epsilon (Chris Yayahkeekoot, Steve Ubach)

    Nightmares of a Wizard – Post Mortem

    Posted by (twitter: @TheYayahkeekoot)
    Thursday, December 22nd, 2011 12:19 am


    - Nightmares of a Wizard -

    Christopher Yayahkeekoot - @TheYayahkeekoot - Art and Design

    Initially, we had our everything figured out. Going smoothly, we started on our various jobs but within the first 4 hours, our sound guy quit so we had to repost and restart. This was a major setback because we knew we needed sound for this game to go as we wanted. I remembered our friend Jacob Lake (aka ClankyTheGorn) did some awesome ambience so we skype called him and asked him what he thought… we were in luck as he was all for it… After that I found producing sprites wasn’t as hard as I had thought as long as I didn’t try to hard, letting my inner feeling take over.  This helped me a lot I think, more so than sleep food or even the bathroom (ok, mabe the bathroom helped more).

    Things that went well:
    -The title menu and HUD
    Having finished most of the sprites, I decided to rework the title menu so that it fit the feeling more, I added a fade around the edges and a blood glob that looked more like red wax seal, in the corner which probably made all the difference.
    - The Voice Acting
    We found that by the time we had it finished, it required voice acting to put the cherry on the cake. This wasn’t so much hard as it was  repetitive.. the mic we used wasn’t of the best quality as it lived on Gabriel’s floor. Instead, we worked with it so that it produced something that, though quiet, had no background noise or sharpness. Finally, using audacity, Gabriel amplified it so you could hear it over the background music.
    - The Damage system and spells
    We knew exactly what we were going to so that helped alot of the spriting side… Having the image in my head I went to work on the fireball… Saturation up, glo up, make a tear shape and paint it orange… done, next the Ice blast spell… Simple ball of blue, add glow… add lgow…add glow (etc x20) and voila! The acid and lightning sprites produced by gabe forplaceholders but were so good we just kept them.
    - The theme and storyline
    Here, we developed it as we went although we had a good overall story planned. We didnt want to try to develop a story without first knowing the theme so we decided to wait until it started before developing. Fast, effective and easy to implement, our story was also very manipulative.

    Things that went… meh:
    -The Wall sprites and floor sprites
    I did these fast and they were the first thing to do… Not making a Spritemap was the worst idea ever and I may just go back and fix that in a hotpatch in the near future (it’s just a lot of effort on my part) so … yeeaaah
    - The Level Select Buttons
    These were mass produced by me in 5 minutes, I wish I had spent more time making them fit into the background, possibly having them be constellations or something, though it is not necessary at all
    - The Achievements
    also made these extremely fast but they came out a little better than the level select buttons. I wished I had made them a little lager and more intricate but whatever, I enjoyed them anyway.

    Things that went wrong:
    - The wall sprites
    ugh… I did them to fast and I wish I had made a sprite-map as  I stated before. These were everywhere and made things look amateur and messy and so I give my apologies in that respect.
    - The original Gargoyles
    We needed a static enemy that didn’t move but still attacked the player.. In a castle what is there to shoot you? Gargoyles! The original grgoyles were hideous, tiny and just overall bad. So I redid them and they look a lot better when I spent more than three minutes on them…
    - My body
    After the first 23 hours my body decided to just stop working… off to bed for a half an hour and then Gabriels mother woke us up so back to work… It was good though, then 20 hours later my body was just screaming at me to stop… nope, i stated, not happening… it happened. About 6 hours later got up again and blasted off the rest of the game. Slept very little last night as I am not screwed in the inner clockworks. :/ it’ll fix itself eventually, till then I’ll work on the game more!

    -Wishes
    I had hoped to have some interactive rooms, such as levers/buttons/gates that opened stuff to give it a more moody setting as, currently, it is a dungeon crawler with waves of enemies and a boss… fun but repetitive :P

    –( Overall )–
    Our product, Nightmares of a Wizard, overall excelled our first standards and hopes. The appearance of the game could have gotten a little more working on but we were stressed for time and it was “good enough” for me. The coding was beautiful

    PS: I really loved messing with people

    [-]==+——————————————————————————+==[-]

    Gabriel Silvarredonda  - @gabotun - Programming and Design

    What went right?
    --Programming went very smoothly, I figured I would have more bugs then I really did, and I only
    ever got stuck with a couple of strange changes I must have made by accident and did not notice.
    --I really have to give credit to Chris for all the spriting here, he worked fast and efficiently
    and we got all the stuff we needed by the deadline, my 1920x1280 desktop is still full from the
    70+ sprites he made in 72 hours!
    --The mood ended up working very well, we feel the tone of the story flows and the cutscenes
    allow it to really be what it is.
    --Jacob really pulled through for us as well, we originally had other ideas for music, but
    after some problems with that Chris and I asked him for the best songs he could come up with and
    the end result was spectacular. Stick around for the credits to hear my favorite of his pieces!
    
    What went wrong?
    --Making this as a dungeon crawler style was a good idea, I had originally hoped to implement
    more boss battles however, but time began to run short near the end so we ended with simply
    polishing the 9 levels we got done.
    --We had some awesome voice acting for the different achivements, but in the end only had
    time to polish and implement the main story voice overs, which was dissapointing.
    
    In conclusion, NoaW was a lot of fun to make and I am very glad the theme wasn't kittens! xD
    ----ACHIEVEMENT GET: [Y U NO KITTEN!?]---- 
    
    
    PS: I know this is a Repost but I wanted to make it was seen, it got bumped off rather
    quickly last time it was posted but now that everything has slowed down, I'm reposting
    for the lulz :D 

    Nightmares of a Wizard – Post Mortem

    Posted by (twitter: @TheYayahkeekoot)
    Tuesday, December 20th, 2011 2:55 pm


    - Nightmares of a Wizard -

    Christopher Yayahkeekoot – @TheYayahkeekoot - Art and Design

    Initially, we had our everything figured out. Going smoothly, we started on our various jobs but within the first 4 hours, our sound guy quit so we had to repost and restart. This was a major setback because we knew we needed sound for this game to go as we wanted. I remembered our friend Jacob Lake (aka ClankyTheGorn) did some awesome ambience so we skype called him and asked him what he thought… we were in luck as he was all for it… After that I found producing sprites wasn’t as hard as I had thought as long as I didn’t try to hard, letting my inner feeling take over.  This helped me a lot I think, more so than sleep food or even the bathroom (ok, mabe the bathroom helped more).

    Things that went well:
    -The title menu and HUD
    Having finished most of the sprites, I decided to rework the title menu so that it fit the feeling more, I added a fade around the edges and a blood glob that looked more like red wax seal, in the corner which probably made all the difference.
    - The Voice Acting
    We found that by the time we had it finished, it required voice acting to put the cherry on the cake. This wasn’t so much hard as it was  repetitive.. the mic we used wasn’t of the best quality as it lived on Gabriel’s floor. Instead, we worked with it so that it produced something that, though quiet, had no background noise or sharpness. Finally, using audacity, Gabriel amplified it so you could hear it over the background music.
    - The Damage system and spells
    We knew exactly what we were going to so that helped alot of the spriting side… Having the image in my head I went to work on the fireball… Saturation up, glo up, make a tear shape and paint it orange… done, next the Ice blast spell… Simple ball of blue, add glow… add lgow…add glow (etc x20) and voila! The acid and lightning sprites produced by gabe forplaceholders but were so good we just kept them.
    - The theme and storyline
    Here, we developed it as we went although we had a good overall story planned. We didnt want to try to develop a story without first knowing the theme so we decided to wait until it started before developing. Fast, effective and easy to implement, our story was also very manipulative.

    Things that went… meh:
    -The Wall sprites and floor sprites
    I did these fast and they were the first thing to do… Not making a Spritemap was the worst idea ever and I may just go back and fix that in a hotpatch in the near future (it’s just a lot of effort on my part) so … yeeaaah
    - The Level Select Buttons
    These were mass produced by me in 5 minutes, I wish I had spent more time making them fit into the background, possibly having them be constellations or something, though it is not necessary at all
    - The Achievements
    also made these extremely fast but they came out a little better than the level select buttons. I wished I had made them a little lager and more intricate but whatever, I enjoyed them anyway.

    Things that went wrong:
    - The wall sprites
    ugh… I did them to fast and I wish I had made a sprite-map as  I stated before. These were everywhere and made things look amateur and messy and so I give my apologies in that respect.
    - The original Gargoyles
    We needed a static enemy that didn’t move but still attacked the player.. In a castle what is there to shoot you? Gargoyles! The original grgoyles were hideous, tiny and just overall bad. So I redid them and they look a lot better when I spent more than three minutes on them…
    - My body
    After the first 23 hours my body decided to just stop working… off to bed for a half an hour and then Gabriels mother woke us up so back to work… It was good though, then 20 hours later my body was just screaming at me to stop… nope, i stated, not happening… it happened. About 6 hours later got up again and blasted off the rest of the game. Slept very little last night as I am not screwed in the inner clockworks. :/ it’ll fix itself eventually, till then I’ll work on the game more!

    -Wishes
    I had hoped to have some interactive rooms, such as levers/buttons/gates that opened stuff to give it a more moody setting as, currently, it is a dungeon crawler with waves of enemies and a boss… fun but repetitive :P

    –( Overall )–
    Our product, Nightmares of a Wizard, overall excelled our first standards and hopes. The appearance of the game could have gotten a little more working on but we were stressed for time and it was “good enough” for me. The coding was beautiful

    PS: I really loved messing with people

    [-]==+——————————————————————————+==[-]

    Gabriel Silvarredonda  - @gabotun – Programming and Design

    What went right?
    --Programming went very smoothly, I figured I would have more bugs then I really did, and I only
    ever got stuck with a couple of strange changes I must have made by accident and did not notice.
    --I really have to give credit to Chris for all the spriting here, he worked fast and efficiently
    and we got all the stuff we needed by the deadline, my 1920x1280 desktop is still full from the
    70+ sprites he made in 72 hours!
    --The mood ended up working very well, we feel the tone of the story flows and the cutscenes
    allow it to really be what it is.
    --Jacob really pulled through for us as well, we originally had other ideas for music, but
    after some problems with that Chris and I asked him for the best songs he could come up with and
    the end result was spectacular. Stick around for the credits to hear my favorite of his pieces!
    
    What went wrong?
    --Making this as a dungeon crawler style was a good idea, I had originally hoped to implement
    more boss battles however, but time began to run short near the end so we ended with simply
    polishing the 9 levels we got done.
    --We had some awesome voice acting for the different achivements, but in the end only had
    time to polish and implement the main story voice overs, which was dissapointing.
    
    In conclusion, NoaW was a lot of fun to make and I am very glad the theme wasn't kittens! xD
    ----ACHIEVEMENT GET: [Y U NO KITTEN!?]---- 

    Goodness Gracious Great Balls of Fire!

    Posted by (twitter: @TheYayahkeekoot)
    Sunday, December 18th, 2011 11:45 pm

    Our Jam game is going well! Many many bug fixes, Chris and I made a list of about 30 fixes to be implemented, and tore through about 25 tonight, leaving the game in a state of near-perfection! Our story is coming along nicely, and the mood feels sad, but with the right amount of humour, in the form of achievements to obtain, of course.

    Fireballs OP as usual! >:D

    We will get a post with some photos up soon! Promise!

    –Team Epsilon

    Adventuring is hard stuff…

    Posted by (twitter: @TheYayahkeekoot)
    Sunday, December 18th, 2011 10:55 am

    Soon after completing stairs to the final boss (and the final boss himself) our heroes promptly died of fatigue. They were later found and resurrected unceremoniously by Gabriel’s mother, who decided that to shove pancakes down our throat was some sort of ultimate cure to sleepiness… We’re still tired, but full.

    We’re back on track after a half  hour of powernapping and some food/energy drinks. We will beat  this.

    And so the heroes continue their epic journey to defeat the Ludum Jam and claim their rightful place among the gods of the internet… Help them conquer their one true obstacle, Kittens! xD Not really, i’m just extremely tired still…
    Moar stuff laterzzz. :3

    Melvin and you…

    Posted by (twitter: @TheYayahkeekoot)
    Sunday, December 18th, 2011 5:57 am

    So, after many hours of development, we have introduced melvin as your counterpart and he will become the final boss of Volume 1. Volume 2 (Should we have time) will feature another, more powerful boss and some not so dungeon levels :D

    Many hotfixes, few new additions since last post and a boss… This is actually going much faster than I anticipated and we are going full steam ahead!

    TL;DR Unicorns… They are part of the game… ’nuff said…

    ACHIEVEMENT GET!

    The sky is a wall :P

    Posted by (twitter: @TheYayahkeekoot)
    Sunday, December 18th, 2011 2:23 am

    Got some epic secrets being worked on, don’t want to release because it is a last resort weapon >:D

    Any who, on the home front we got more bug fixes and some new content such as the promised skeleton mages (which are a tad OP, imho) as well as, yes it’s cliche but, a must have – Zombies!
    Main menu, loading bar, menu-to-game transition, achievements and more storyline have been completed.

    Shield spell is still in progress as there is a lot more important things, though it will get worked on for the next version.

     

    Dungeons and… Well, no dungeons :(

    Posted by (twitter: @TheYayahkeekoot)
    Saturday, December 17th, 2011 10:26 pm

    So, we’ve been working on several awesome new updates as well as some new functions for the engine :D

    First off, the slimes will be changed to recieve more damage from the lightning spell (except the yellow one of course) and skeleton mages are being summoned later levels  (spoiler: They teleport)

    Secondly, achievements have been verified to be in themaking :D lots of awesomeness there as well as the hotfixes below:

    - The Parrepets  now are solid, meaning no flying off to never never land :(
    - You will stop getting mana when the bar has fully filled
    -  Some other fixes, those were the main two…


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