Escape from Camp Crystal Lake Preview
UPDATED 7/2/08!
This preview page has been dormant for years now, so Joe and I figured it was about time to catch everyone up on the current happenings of 'Camp Crystal Lake.'
The game itself was started back in early 2004, meant as a semi-sequel to 2003's 'Escape from Elm Street.' Unfortunately we got way ahead of ourselves at the time, coming up with countless game ideas that weren't bound together very tightly, and also being hard to produce in one package without tons of logic problems. We got a decent start as you can see from the original three screenshots, but progress moved forward very slowly and eventually came to a halt due to our lack of overall direction.
As time passed we did occasional work but nothing notable, and Camp Crystal Lake became an inside joke between us and our friends- a long lost project that would never see the light of day. Well, at the beginning of 2008 we decided it had been sitting around for far too long, and it would be a shame to lose all the work we originally put into it.
It was during this point that the game went through a LOT of changes. I went through and cleaned up all the old messy code and replaced it with updated, easier to read/modify code. We finally sat down and produced a 100% start to end 'script' for the game, addressing all of our previous logic problems and removing some of the unnecessary content. We streamlined the interactivity and cleaned up a lot of the graphics, removing some of the old ugly black lines and revamping the HUD and menu screens. Lastly, Josh Kemp from Kelwynshade/KTR hopped on board to produce some custom and eerie music tracks for us to use in the game.
As you can see, the game has made leaps and bounds since the beginning of the year. However, there's still a large amount of work to be done, so we can't get ahead of ourselves just yet again. Regardless, we have a much greater focus on the project and are allotting mandatory time slots to work on the game each week.
With over 50 unique areas to explore, puzzles to solve, boss battles, secret areas and items, and more, we're looking forward to finally releasing the true sequel to Escape from Elm Street. Trying to come up with a release date is always dangerous, so for now let's just be safe and say "you'll see it this year."
This preview page has been dormant for years now, so Joe and I figured it was about time to catch everyone up on the current happenings of 'Camp Crystal Lake.'
The game itself was started back in early 2004, meant as a semi-sequel to 2003's 'Escape from Elm Street.' Unfortunately we got way ahead of ourselves at the time, coming up with countless game ideas that weren't bound together very tightly, and also being hard to produce in one package without tons of logic problems. We got a decent start as you can see from the original three screenshots, but progress moved forward very slowly and eventually came to a halt due to our lack of overall direction.
As time passed we did occasional work but nothing notable, and Camp Crystal Lake became an inside joke between us and our friends- a long lost project that would never see the light of day. Well, at the beginning of 2008 we decided it had been sitting around for far too long, and it would be a shame to lose all the work we originally put into it.
It was during this point that the game went through a LOT of changes. I went through and cleaned up all the old messy code and replaced it with updated, easier to read/modify code. We finally sat down and produced a 100% start to end 'script' for the game, addressing all of our previous logic problems and removing some of the unnecessary content. We streamlined the interactivity and cleaned up a lot of the graphics, removing some of the old ugly black lines and revamping the HUD and menu screens. Lastly, Josh Kemp from Kelwynshade/KTR hopped on board to produce some custom and eerie music tracks for us to use in the game.
As you can see, the game has made leaps and bounds since the beginning of the year. However, there's still a large amount of work to be done, so we can't get ahead of ourselves just yet again. Regardless, we have a much greater focus on the project and are allotting mandatory time slots to work on the game each week.
With over 50 unique areas to explore, puzzles to solve, boss battles, secret areas and items, and more, we're looking forward to finally releasing the true sequel to Escape from Elm Street. Trying to come up with a release date is always dangerous, so for now let's just be safe and say "you'll see it this year."