Status Update

Here’s how Krayfish Entertainment is faring.

Project: Light World:

So far, the new Unreal Engine-based game is going well.  It’s been tentatively titled Project: Light World.I honestly can’t say much about the plot yet as I’m still working on gameplay kinks.  So far though, it stars a young girl who finds herself lost in a world of bizarre spirits, some friendly, some not so much.  I’m taking some inspiration from Japanese folklore and Miyazaki when it comes to the design, with flavors of Final Fantasy and Legend of Zelda added on to it.  Aesthetically, the game looks sort of like Paper Mario with the mix of 2D Sprites and 3D environments.  You’ll be able to wander around towns and speak with the local, and then explore the wilderness and fight monsters.  The game has a real-time/turn-based combat system.  Battles occur right on the screen, and the protagonist can cast a series of magical projectiles to defend herself.

After a few weeks, I’ll try to upload a few screenshots.  By next year, I’ll hopefully have some gameplay footage ready to go.  Project: Light World will be my largest game to-date and will not be playable on a browser, so I’m looking to get it released through media outside of my site.

Flash Crisis:

I’m aware that Adobe Flash is being slowly phased out.  At some point in the future when this becomes an imminent problem, I’ll see about converting all of my games into HTML5.  This will require me getting a hold of a different export module, so the games may not translate perfectly.  ‘m prepared for workarounds though.

Fusion Games:

To be honest, the Zackulback game was taking way too long to restore and was dragging out dev time because of the vast number of bugs and the shoddy controls.  Simply put, the game was actually fairly broken to begin with and it became more effort than I anticipated.  And virtually every other smaller game I had sitting in my archive would require a total remake as they didn’t translate well.  Some games that worked okay in Multimedia Fusion 1.5 became completely broken when opened in Clickteam Fusion.

However, there is one last game on the drawing board from my list of old archived games from the last decade.  One with salvageable code and has still aged well: Laser Industries 3.  Although I initially planned to add more levels and such, I figure I should release the game at the size I originally had it as I felt that getting too ambitious with it was holding back its development.  But fret not.  At the size it is now, it’s a total step-up from Laser Industries 2.

In Laser Industries 3, instead of multiple smaller worlds like its predecessor, there are fewer bigger worlds.  And for the first time in any of games (in the chronological order they were created), there are some hidden, optional areas to explore, but you have to be really clever to find them.  So in total: LI2 has 16 small worlds; LI3 has 9 big worlds and 3 hidden areas.  And on top of that, LI3 also has fairly extensive, fully voice-acted cut scenes.

You’re probably wondering: Why not just release the game now as it is?  My answer to that is simple.  The game was originally created nine years ago.  It’s coding is inefficient which means longer load times.  Not to mention, I need to re-record all the voice-acting especially since the original dialogue is embarrassingly cheesy!  (And that’s saying something compared to the other entries in the series.)

I’m looking to get Laser Industries 3 within a reasonable, near future.  I just have to balance it carefully with my work schedule.

Seedling: Dawn of Children

Let’s face it.  I need to create a second draft for the story.  There’s tons of story elements I want to include, but passages I wrote earlier are preventing me from doing this.  This will be getting redone and rewritten.

CAUTION: Shameless advertising ahead

By the way, if you’re curious as to what’s been making me procrastinate on this, well, head over to Omniverse Nexus and check out my latest entry Swan Song.  It’s a sci-fi short story about an alien monk that interfaces himself with an intergalactic supercomputer to create an ultimate masterpiece of artwork.  If you’re into deep philosophical conversations and ponderings about the meaning of religion, then this story is for you!