History






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.