About RARoadkill (twitter: @https://twitter.com/TeamJimboBaby)


Ludum Dare 34
Ludum Dare 32
Ludum Dare 29
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24

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RARoadkill's Archive

Sun Station

Monday, December 14th, 2015 7:48 pm

Our Ludum Dare 34 game is live.
We decided to try our best to use both themes, I think for the most part it went pretty well. Try and beat the clock and keep the sun from growing out of control, manage your two buttons between the five panels.
I hope you all enjoy Sun Station, I look forward to playing everyone’s games.

Sun Station




Game Concept Time!

Friday, December 11th, 2015 10:18 pm

Much progress has been made in the planning department, we foresee much progress such game some wow made tomorrow.

Blog Post

Back again

Wednesday, December 9th, 2015 4:33 pm

We are in again.
Using Unity
Maya LT

Looking forward to playing everyone’s game.

Saturday, April 18th, 2015 8:58 pm

Making great progress over here. Got most of the core game working. Some play tester found some issues with the controls so I have been working on making things work smoother. UI is still in progress.


In Once Again

Sunday, April 12th, 2015 4:31 pm

I am in once again. Going solo once again, will be doing the Jam.
I will be using:

Unreal 4
Maya LT

Look forward to seeing everyones projects

RoboCopter Bomb Squad

Tuesday, April 29th, 2014 6:41 am


We made it. This was probably my favorite Ludum Dare, I enjoyed the theme and I really liked working on our idea.
We went with a third person game where you fly down into a bunker and plant a bomb, then escape before the bomb explodes. Along the way you have to fight enemy blimps and try not to lose your path. Players can drop a “breadcrumb” which is a small glowing cube so players can see where they have been. The map was quite large, it’s easy to get lost. Just to make it a bit harder we also added a feature that randomly adds and removes bars in certain tunnels. So a path that was open in one playthrough may not be there in the next.
Working with unreal was a challenge, it’s a very powerful engine. However we had a few crashes and some lost data that set us behind. We wanted something that looked great and was fun to play, this did cause us to have a large file size for a ludum dare game, and many lower end computers will have issues running it.

What went right.
Game design
Level design- Fishy did a great job setting up a large and complex tunnel system for the player to get lost in.
Quad Copter- The model looked great and I was pretty happy with the controls.
Escape- When the timer starts ticking down and you make a wrong turn it causes much panic.
Blimps- That is all
Particle effects- One of the benefits of working with an engine like unreal is the ability to have great looking particles

What went wrong
Ai- I set up a simple ai outside the level, and realized once I started adding them to the level that they would start firing at you before they could see you. Didn’t have time to correct this. And due to some mistakes on my part several blimps do a little dance instead of flying.
Animations- It just didn’t happen
Bomb dropping- In the original game I wanted to have the player be able to drop the bomb to help solve puzzles, but I couldn’t get it working like I wanted, and ran out of time to add any puzzles

In all I am happy with what we did in such a short time, and even with the larger download size I hope you will download it and enjoy.

Making Progress

Saturday, April 26th, 2014 6:03 pm

Well we’ve had a good first day of work. Still will be going for awhile but I thought I would stop and give a quick report.

Unreal engine, while powerful, does add a extra layer of complexity that can slow you down. We had some issues with level creation, and some ai bugs, but we are starting to get a handle of them.

For our game we decided to take you into a underground bunker for a important mission, use the finest of quad copters.

UE4Editor 2014-04-26 19-49-43-22

UE4Editor 2014-04-26 19-50-59-83

UE4Editor 2014-04-26 19-54-03-75

still have a ways to go, but things are looking up.

Happy coding everyone

Begun the Ludum Dare has

Friday, April 25th, 2014 7:47 pm

Pretty excited about this theme, it was one of the ones I was hoping would get picked.
Did some brainstorming and we’ve come up with an idea that we think will be perfect, will post updates as I can.

Command Center

Command Center

Got one team member set up, other will arrive tomorrow.

Happy Coding Everyone

Final Voting

Wednesday, April 23rd, 2014 9:10 pm

Some pretty great themes, got some of my thoughts on them up at



We are in

Tuesday, April 22nd, 2014 9:17 am


We’re really excited to take part in LD29!

Hat Guy was our last team attempt during Ludum Dare 26.

We’re looking to step up our game this time around. We’ll be using the new Unreal 4 engine, which is pretty incredible. For those of you who haven’t checked it out, we encourage it. We’ve been spending the last few weeks digging into the finer points of the engine so that we can be familiar with it this weekend.

Engine: Unreal 4
Music: Acoustica Mixcraft 5
Graphics: Photoshop/Maya

The downside to using Unreal 4 is that it doesn’t currently support exporting to web. Hopefully that doesn’t discourage too many folks from trying our masterpiece.

The members of our team are RARoadkill(me), Fishy49, and we’re adding a graphic designer/modelling Calypdys ! Wooo!

Check out our site and keep up with us:



Flying Trojan Horse Post Mortem

Tuesday, September 3rd, 2013 7:13 am

So I think this one was my all time favorite of the games I have made for Ludum Dare. During the voting I wanted castles to win, even though that wouldn’t be a good theme I still wanted to do something with castles. Decided that the best way to do this was to have something to do with castles that only takes 10 seconds.

What Went Right

The Castles- They are not perfect but I like how the castles looked, I didn’t get time to go back and make better textures but I think they look decent

Rigid Body Control- Making this game using a character controller just wasn’t going to cut it. So I programmed a character controller that uses the rigidbody add forces and velocity for movement. It needs work but it’s a good starting point for other games in the future.

Terrain- I spent too much time working on the Terrain of a few of the levels. I find them rather nice to look at.

Basic Catapult Launching- It launches you in a up direction…which is what its suppose to do.

Music- It’s simple, but I think it’s fun.

What Went So Wrong

Catapult- the model was a placeholder that I ended up not being able to redo. Main issue though is the power, in my sleep haze I decided that the catapult needed to be able to reach the castles on zero power…which meant that you never went over like 20 power on most maps. Also I didn’t have time to make a simple animation for it

The Super Jump- Because of the way I controlled the player with a ridged body you could run at the catapult and launch yourself much much further.

Moving Catapults- There were several glitches with this, you could get them stuck in the ground or flip them upside down if you are not careful

Terrain Size- I underestimated just how far and how high you would launch, so you can see outside the map, which is just not cool

The Correct Spelling of Trojan- I need spellcheck everywhere…at all times…


I learned a lot while making this, going to be able to use my new knowledge in a game I am working on. I am hoping to gather together a team before the next ludum dare, would really be helpful.

Here is a link if you have not played it.


I am in in

Monday, August 19th, 2013 12:51 pm

RARoadkill is once again going to be trying to make something amazing. This will be my 4th Ludum Dare, unlike the last two I have gotten off work on monday so I have more time to work. I have learned a lot and I have a good feeling about this one.
I will be doing the Jam, although from the looks of it I will be going solo.
I will be using Unity Pro
NGUI for unity

That is my standard load out. Looking forward to it

Team Jimbo Baby Presents: HatGuy

Monday, April 29th, 2013 9:02 am

It’s been a blast!

We look forward to hearing what you have to say!

Play it here:


Rate it here:


We are excited to play everyone else’s games over the next few weeks! See you out there!

Evil AI

Sunday, April 28th, 2013 1:30 pm

So the AI got a little…overzealous…


Woah! What’s goin on!?

Saturday, April 27th, 2013 7:12 pm

Making More Progress!

Saturday, April 27th, 2013 5:53 pm

Things are looking better and better! Finally getting some textures on the base elements.

It looks like we’ll have a pretty nice product by the end of this!


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