Back to the Drawing Board

So I’m back on the bandwagon, for now. It’s been a long while, and here I am at a different place on the Internet. Not only that, but I’ve come up against a realisation. Geas, as it stood before, was impossible for me to complete. Unless I came up with money and hired a game studio to complete the thing, it would never see the light of day. So I’ve been hard at work over the last week or so, tearing it apart and putting it back together.

Download the most recent build.

The current build is not terribly interesting but it shows off some of the new graphics I’ve been working on.


Geas is rather different. In a way it’s almost an entirely different game at this point, but I’m convinced that it’s all for the best.

One of the places hit hardest was the story. The original story was sprawling and epic and unnecessarily complex. The story has been tightened to cover about a fifth of the geography, and about a quarter of the length. The number of playable characters has been cut in half.

The mechanics of the game have simplified. They haven’t been finalized yet, but rather than a freeform, open skill-tree based system, there will be a more traditional approach with characters assigned to specific roles. Their skills will be dictated to begin with.

The graphics have been slashed; I’m dropping the resolution to 320x240. This necessitates redoing basically all of the graphics. I’ve already started on this, and so far it is proving much, much faster to create.

Unfortunately, it’s a pretty long road even with the reduction in my workload. My time still isn’t particularly free. However, I intend to forge ahead with Gruedorf again, and we’ll see how far I get.