LoonieRoo: Kicking Off Day 1


So, finally kicking off LoonieRoo properly today. LoonieRoo is the company and creative brand behind the games and projects I’ll be building going forward. The first project under that banner, currently called DeadSet (name might change), is now in motion.

DeadSet originally started as an idea for a VR game, but that’s just not realistic right now with work, kids, and the time I’ve got. So I’ve scoped it down to something I think I can actually build solo: a top-down shooter packed with Aussie character.

Where I’m At

The website is finally live using Astro and GitHub Pages. That took way longer than it should’ve — I misunderstood how GitHub Actions deploys work versus using branch deploys. Thought it was a DNS or cache issue at first, but the real fix was switching to source deployments from a branch instead of using GitHub Actions. All good now, and I’ve got a domain sorted through GoDaddy as well.

Blog setup is done, and this post marks the proper start. I’ll need to update the home screen soon.

Dev Progress

The Unity project is up and running. I’ve got a basic scene in place with:

  • A controllable character using WASD
  • Mouse-based aiming — the player rotates to face the pointer
  • A camera that follows the player smoothly

Feels good to have something playable already even if its just a white capsule moving around. At some point I’d like to get controller support working too — not a priority yet, but it’d open the door to exploring console builds later. For now, the focus is getting a solid MVP working on PC.

Here’s my progress from Day 1 — basic visuals, but the core systems are moving:

Day 1 Screenshot

The Fun Bits

The worldbuilding has been a highlight. Aussie culture and flair has a lot going for it. It’s weird, gritty, funny, and totally underused in this kind of genre (though when I think of Mad Max, perhaps I had some inspiration from it). The idea feels fresh for a top-down shooter, which keeps me motivated to push it further. I’m hoping to have a game that feels as good as Alien Swarm does.

Places like Pine Gap, Alice Springs, and Sydney Harbour are already floating around as possible settings — but warped in strange ways to fit the tone I’m chasing.

Still in the Works

Characters and enemies are still up in the air. I’ve got themes — tradies, conspiracy nuts, cursed wildlife, and an onion eating politician as a boss — but I’m still figuring out designs that feel distinctive and readable when the action kicks off. Want them to stand out visually and play well with the game feel I’m aiming for.

Why I’m Writing This

Main reason for this blog is so I can look back and see how far I’ve come. If I can keep moving forward, even in small steps, that’s the win.

Looking Ahead

Long-term, I hope LoonieRoo grows into something bigger — small team, great people, making things we’re proud of. Artists, devs, maybe even some music and voice talent down the track. That’s the dream. But for now, it’s just me, putting in effort where I can, trying to build something that can give people enjoyment with friends and family (I’m hoping to make the first game support local co-op as I have great memories playing games with my younger sister at home).

I’d also like to set up a public Dev Roadmap at some point so there is simple tracking of high-level progress and goals over time. Might help me (and anyone else following along) stay aligned on where this is headed.

Day 1 done. Goodnight.