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The
Gen-Tek Projekt actually started out ages ago back in high school. I was
working at Montgomery Wards at the time back in the docks. I'd doodle
character sketches on the backs of the order slips that would print out
(the slips us what to grab and sent up front). Surprisingly enough, the
main start of what i envisioned back then is pretty much the same now.
Well drop the original desert background and replace it with arctic. But
more or less, that's when TGTP started to take some kind of form. Heck,
even before then, when i was in elementary/jr high playing adventure
games did i always wanted to make one of my own. So i'd create the text
like adventures on paper and then force my best friend to play them
(incidentally he's also helping me now :) ). But
things didn't really start into fruition until i graduated in 1997. I
managed to nab myself an Associates Degree in Multimedia Technology from
the University of Advancing Computer Technology (yeah, everything has a
long convoluted name). After a string of disappointments and the classic
Catch 22 'You need More Experience' i thus decided to embark on creating
my own project. The idea was to create something that would look good on
a resume to snare a job. It also was something to see what i could come
up with and to flex my knowledge. Lunar
Eclipse actually was the first thing to pop in my head for a 'company'
name. I figured since i'm going for more of a sci-fi approach to my
first game, i should have some kind of space phenomenon
as a title. And admittedly, i was thinking of the nifty logos i
could do with a name like Lunar Eclipse. Name in place, i started on my
first game; taking the idea i started back at Monkey Wards. The
Geno-Tek Projekt started out pretty simple enough. It was going to be a
2D RPG harkening back to the classic 8 and 16 bit RPGs of yore. The
first hurdle to tackle was help, for i could only do so much solo. I
hate programming mostly because i'm a hands-on kind of learner.
Programming was in one ear and dribbling out the other, i couldn't keep
all of it in... and i didn't want to. The other hurdle was finding
people with a passion for this kind of thing and willing to work without
some form of payment (besides having a finished product to be proud of
and to show off). It was a very bumpy road, to make it short, i went
through 2 programmers, 1 musician, and 3 artists over the years. At the
same time, TGTP evolved. With each new team member, the possibilities
increased in what i thought we could do. The inclusion of a 3D engine
also helped speed the evolution of the game. So instead of being just
2D, 2.5D was thrown in and then eventually why not 3D? Alas things
evolved too quickly and i lost focus. Programmers and artist and such
usually don't sit around when you are not giving them anything to do.
After a few years it was really time to rethink and come up with a new
game plan. I've
learned a great deal and one of the main things is you have to keep your
focus. It's more about getting your original idea drafted and not trying
to keep up with the latest and greatest. And with that one thing in
mind, Lunar Eclipse has a new plan. |
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