Gods of the Aethyr

  • This was my baby, my masterpiece, my obsession. I set out to create a chess game with advanced movement, tech upgrades, territory control, and resource management, and I wasn't satisfied until I had it all. I even went so far as to create a level editor, because why settle for a regular chess board when you can have a customizable one? But as the project grew bigger and more complex, things started to get out of hand.

  • The initial version of Gods of the Aethyr was pretty straightforward - a chess game with a twist. But as I added more features, it became something else entirely. Online multiplayer! Beautiful concept art by Sage Kossman! More advanced movement options than you can shake a bishop at! And let's not forget the epic story of the sleeping dragon planet, Aethyris, and the multiple races vying for domination using its powerful blood. It was a lot to handle, and unfortunately, life had other plans.

  • One of the biggest challenges we faced during the development of Gods of the Aethyr was collaboration. We had a couple of artists come and go before we found Sage, whose stunning concept art helped us flesh out the world and characters. We also had the talented Dylan Mecham on board for the 3D modeling. But as the project grew more complex, it became harder and harder to manage. We were like a pack of wild dogs, chasing after our own tails and never quite catching them.text goes here

  • Looking back, it's clear that we bit off more than we could chew with Gods of the Aethyr. But even though the project never reached completion, I learned some valuable lessons from the experience. I learned that collaboration is key, and that it's important to work with people who share your vision and your passion. I also learned that sometimes, you have to let go of your ambitions and focus on the core features that really matter.

  • In the end, the Gods of the Aethyr will always hold a special place in my heart. It was the project that taught me what I was capable of, and what I wasn't. It was the project that pushed me to my limits, and sometimes beyond. And even though it was never finished, it remains a symbol of my development journey and a testament to the power of ambition (and collaboration). Who knows, maybe one day I'll dust it off and give it another go. But for now, I'm content to let it live on in my memories as the chess game that became a monster.