Posts Tagged ‘Spaceman’

The Rocket Man

Posted by
Tuesday, December 13th, 2016 4:53 am
Once again I spend my weekend (and some of Monday) hunched over a computer sweating to reach a deadline. But no regrets, it was amazing! I made a game called The Rocket Man, it’s about a lonely and forgetful astronaut and his only company is the ships AI.





Let me know what you think :)


The jam ends in less than an hour

Posted by (twitter: @SeanNoonan)
Monday, April 18th, 2016 8:06 pm

…and I’ve not really played our game! It’s to the wire and I’ve no idea how the game actually plays.

Our pipeline hasn’t been great, which is exacerbated by the timezone difference. We were probably out of scope this time – I feel like maybe my expectations got in the way a little. I’ve been jamming for a couple of years now, and it seems that my polish expectations are getting a little too high. If its content and improves overall quality, I always push to have it in, unaware of the complications of implementation. Not knowing Unity, I am unaware of it’s quirks and don’t have a clear idea of what’s easy or hard when it comes to implementation, so it’s hard to know where to push the polish.

Anyway, we’ll see in an hour or so if we make it. Until then, here’s my final mockup artwork. I even managed to stream some of my pixel art “process”… I might start doing that more often. You can watch future streams here:

Sean Noonan Ludum Dare

I look forward to playing all of your games :3

The joys of working remotely

Posted by (twitter: @SeanNoonan)
Sunday, April 17th, 2016 3:19 am

So the first day is over and I feel that I’ve learned more about the challenges from working in a team long distance than anything else. Due to the time zone difference I missed the initial brainstorming session, so was a little late to the party when the initial design was discussed. This results in less emotional buy-in to the idea and increases potential ambiguity with some of the more intricate elements of the design. I wasn’t there when the ideas blossomed, you know? So my concerns over the scope or design weren’t addressed from the start.

Initial design contributions aside, this did allow me to hit the ground running and start creating art. I had a reasonably strong asset list to work through from the moment I woke up and checked the Slack. Even though the slight narrative treatment within the game idea pushed me down a path I wasn’t planning. Initially I wanted to do something vector and abstract and avoid any pixel art or animation, but I understand how my past record may have typecast me a little.

I’ll be honest, I think there have been some issues conveying the game design across the team, I feel like the ideas are getting lost somewhere in the text, this definitely would not be happening in meat space. But I’m just doing the pictures, so I just have to trust that everything is going fine. Speaking of which, here’s a rough mockup…

Sean Noonan Ludum Dare 35 Game

This is definitely going to be an improvised work and I look forward to playing whatever we are making :)

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