Now:
October Challenge 2014
Ends in:

Coming Soon:
Ludum Dare 31
December 5th-8th, 2014

PST: 6 PM
*EST: 9 PM
UTC: 02:00

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

Ludum Dare 31:
Ludum Deals
???
 
Recent:
MiniLD #XX

About TeamEpsilon (twitter: @TheYayahkeekoot)

Team Epsilon is harmoniously comprised of the following people:
---
Christopher Yahyahkeekoot - @TheYayahkeekoot - [email protected]
Gabriel Silvarredonda - @gabotun - [email protected]
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

Archive for the ‘LD #22’ Category

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…

The Grand Arcanum…

Posted by (twitter: @TheYayahkeekoot)
Saturday, December 17th, 2011 5:47 pm

So, we decided blogging isn’t the most important thing we could be doing, soooo… yeah. We got some bookshelves done hence the library level here :D

Also fixed the health sprite and added a mana bar, pretty beautiful ;’) Created the bat enemy, it’s fast but weak doing very little damage by itself , so beware of swarms. Lightning Spell is getting a buff as it is really underpowered at the moment. Slimes will avoid attaching themselves to the walls, rendering them absolutely USELESS… -.- …and instead rape their way across the floor to your face. :D

Added:
– Mana Bar
– (Changed) Health Bar
– Carpet
– Bookshelf Block
– Corners on the pseudo 3D walls :P
– Mana Orbs (refill Mana)
– Mana over Time

ToDo:
– Bosses
– A Shield Spell
– More Storyline
– Health Orbs
– Bats as Enemies
As always:  Download Link 

Gargoyles n stuff! (See what I did there?)

Posted by (twitter: @TheYayahkeekoot)
Saturday, December 17th, 2011 1:17 pm

NAME HAS BEEN CHOSEN! Nightmares of a Wizard!

So we added some static enemies, different slime types that respond differently to the different spell types and added an acid spell. The colour on the staff now changes colour to denote the current spell selected.

Download Link: Click Here

Current Version: 2.0

Bugs:
– Fix Acid Glow repeating itself four hundred times

ToDo:

– Add Splash screen and Menu
– Add more Storyline
– Add a second room

:D If you like where this is going, please click that little [<3 +] button to show it!

Pics:

More Progress!

Posted by (twitter: @TheYayahkeekoot)
Saturday, December 17th, 2011 12:36 am

Yay! So, we got some awesome progress going here! (Depending on how well we are doing, we may not sleep D: )

Anyways, not that you guys care but, here is a snapshot of your competition :D

First post!

Posted by (twitter: @TheYayahkeekoot)
Friday, December 16th, 2011 10:29 pm

Wooooh, We got a small version going here… Workable with awesome animations and music (Not implemented yet)

Direct Download : Ludum Dare Game


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