Week 22.42857142857 - The Glitch
Been a while, hasn't it? So I thought it was about high time that I let people know what's happening with the project right now. If you've been keeping up with these devlogs for a while (and well done if you have), you may have noticed that these devlogs have been slowing down an awful lot. And if you've been interested in personal projects, not just games, for as long as I have, you know that this cannot be a good sign.
I can't beat around the bush any longer. Soluna's Secret has been postponed. Indefinitely.
It's not cancelled, and I would like to resume work on it where I can, but I can't guarantee that. Sometimes things like this happen with creative projects. You become complacent with the work, and then life takes over. That's exactly what happened to me. I originally planned to have the game shipped by November 2017 in time for a local exhibition, but evidently that was asking far too much of myself. I've been under a lot of stress recently, and I need some time to recover from that before I can go back in all guns blazing.
The fact is that Soluna's Secret is a much bigger project that I initially intended. By the time I'd refactored all of the sticky jam code into something more palettable, and reached feature parity with the original, it was already September. Realistically, if I wanted to have this out the door by the end of this year, I'd have to swallow my pride and slice off a limb or two, so to speak.
When I do get my groove back, I'll try a little harder to keep these devlogs updated on a weekly basis, as originally intended. By setting more realistic goals for myself, I hope that less of these will be about beating myself up over a lack of progress.
I'm just one terribly flawed man without a budget. You're just going to have to bear with me on this. I'd like to formally apologise for anyone that I've kept waiting, even though you're going to have to wait a bit longer. I'd urge everyone to sit back. Relax. I'll figure this out. Everything's going to be OK.
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