Rad Dad Redemption

About

Rad Dad Redemption is my first full-scale narrative RPG, built in Unity 3D as a love letter to classic turn-based adventures and dad jokes alike.

You play as an ordinary father thrown into extraordinary chaos, on a quest to save his home from a horde of woodland troublemakers. Here you’ll swap between “Dad Mode” and “Business Mode” mid-battle, and outwit everything from rats in the basement to beavers in the woods. Players will flex combo-driven tactics in a turn-based combat system, solve family-sized problems, and unlock cinematic cutscenes with plenty of awkward puns along the way. It’s equal parts heartfelt, hilarious, and just a little bit unhinged, like every great family story.

Project Info

Role: Project Lead, Unity 3D Engineer, UX Designer
Team Size: 5
Time Frame:
2 Weeks
Engine:
Unity 3D

Status:Ongoing bug fixes and visual polish, with continued improvements to the turn-based combat system and further visualization of gameplay elements.

Introduction

For Rad Dad Redemption, this was my second project in Unity, and my second foray into building something will little scripting experience. I was responsible for every aspect of gameplay development, including level design, all scripting, asset implementation, animation setup, adding sound, and UI/menu creation. At the core of the project is a robust, singleton-based GameManager that orchestrates global game state, manages scene transitions, and maintains persistent player and world data. This architecture centralizes logic for random encounters, player instantiation and positioning, event sequencing, and story progression, ensuring scalability and ease of maintenance as new features or content are added.


To support interactive storytelling, I developed a modular dialogue and cutscene system that enables designers to easily trigger conversations and integrate cinematic sequences. The DialogueManager handles branching dialogue, typewriter effects, actor portraits, and cutscene coordination, allowing narrative moments to seamlessly pause and resume gameplay. DialogueTriggers make it straightforward to assign custom scripts or dialogue to any character or object, significantly reducing engineering overhead for content creation.


In addition, I architected a modular turn-based combat system using a flexible state machine framework for both players and enemies. Unified action handling, dynamic UI updates, and centralized state management enable rapid prototyping, efficient debugging, and straightforward expansion for new abilities or enemy types. This comprehensive approach ensured Rad Dad Redemption remained both robust and adaptable throughout development. The scope however was incredibly large for the Game Jam, especially with my programming skill level at the time. It was a fun experience and I learned a lot throughout the jam.