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We have an actual game! It’s been an awesome weekend of hard work and some low-key shenanigans to boot. You can read our post of thanks to catch a glimpse of everyone who helped out with the first ever Rusty Mothertrucker Game Jam.
But the main reason you’re here is to see, here and play our creation.
So without further ado, here is the game as it stands on Monday night, after 3 days of continuous effort.
Monday 9pm (Sydney time) It’s been an intense few days, going from our final theme vote all the way to a playable game since Friday at midnight. There’s been a huge amount of work go into this whole project and we are so thankful to everyone who participated. From suggesting theme ideas, to voting, to pitching in and helping with parts of the game, there are so many people we couldn’t have done this without.
Sunday 8pm (Sydney Time) It was another huge day of effort from the team, with some real highs and lows. Overall the progress has been really impressive, but there were a few setbacks. Not least of which was Emurga’s Blender crash and loss of most of a day’s work. Poor guy took it in stride, had some rest and got straight back into it. Amazing resilience and effort.
Jase and Graham both spent the day fleshing out their level creations and drawing elements together to be interactive and playable.
Saturday 8pm (Sydney Time) Well we’re underway with the serious part of the Game Jam now. Our theme was decided in the final voting rounds last night and the team took the night to think on it before convening this morning for a brainstorming session.
After a bit of discussion around how the concept of Unknown Language can work, we started to zero in on an idea. Like many people, our first thoughts were of a dynamic similar to No Man’s Sky where a player would have to uncover additional pieces of a language as they explore, to make the unknown, known.