RumSquawks

LD 44

We're In -- 48 Hours of Father-Son Bonding/Emotional Turmoil !

Howdy folks! I've always loved seeing all the cool games that come out of these but have never had the time or guts to join-in and give it a go myself. Since I just graduated uni and all of my free time is spent sending out CVs and working on tiny portfolio projects, I figured this would be an excellent time to give this whole thing a go, and I'm bring my dad along with; why not!

We're Griffin and Drew, and we'll be taking these 48 hours to create some father-son experiences together, as well as something heckin' groovy! Hopefully the tension and lack of sleep doesn't have us at each others throats. I worked for the past four years as a Unity dev, so we'll be working out of that engine for sure. Pa's an illustrator and uses a lot of physical medium, so in terms of tools I expect that we'll be scanning in some paintings and foolin' around with them in the Adobe Suite.

I'm excited to see what we can come up with, and I look forward to seeing what everyone else puts out here as well. Best of luck, and let's all have a groovy time!

Day 1 - Totally Just (C)As(H)teroids

It's day one, and it's totally just asteroids... so far!

I hear the cries of woe and despair, but fear not, this is as planned. We've decided to take the theme and make CASHTEROIDS (patent pending). Essentially, yes, this game is an asteroids clone, however, between stages you can sell your ship's hull for more upgrades and weapons! The core mechanic comes down to learning how to balance your max health as well as the number of upgrades on your ship. As stages get more challenging, does it benefit you to have a decked-out arsenal, or would it be better to instead have the thiccest hull in the galaxy? Either decision you make, our sleazy alien shopkeep is more than happy to cut you a deal.

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Day 2 - Make Me Write Another Shop System... Just Try Me.

Woof! Day two has had me in some real hair-pulling moments. While yesterday was more about getting our little ship to move around, today was all about UIs, dialogue, title cards and scene transitions. It probably sounds totally naïve, but when we have tried to make games before, myself and my pa and now my cohort Michael (bless his heart for savin' the day like he is with his AI and flavour-text skills), we never made it past a single, simple scene. It feels really rewarding learning all of these new things about the Unity Engine and about game design in general. While I think what we'll come out of this will be pretty rough around the edges, everything we've figured out because of the LD will have been completely worth it!

Here's to the last couple of hours. Hopefully we can tidy things up to be in the least bit presentable and fun. Best of luck to you all!

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Day 3 - First Game Jam ZONKED

We made it!! Cashteroids is finally here to entertain you with its goofy dialogue, wildly floaty controls, and riviting soundtrack akin to that of the depths of space (completely and utterly silent). While we didn't make a lot of our stretch goals and things are fairly rough overall, we were able to push something out that I think we all are proud of. We learned a lot from our first jame, and I think we'll take that knowledge and run. Ultimately, we ended up with an idea that we really like, and I think we'll continue on with it and try to give it some polish in the near future. Give us a looksie and have a good 'ol laugh at our weekend's mess. We can't wait to start checking out everyone else's submissions as well; what a good time this was after all!

Itch.io: https://griffinavtucker.itch.io/cashteroidsss1.png LD44: https://ldjam.com/events/ludum-dare/44/$141121

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