I haven’t written a dev blog in a few months at this point, and I’ve been thinking a lot about what I want Valkyrie to be and what is required to make it what I think it can be. Unfortunately, I’ve come to the conclusion that the project is simply too much for me to handle right now. There are some very complex systems that would need to be implemented in the game, and I’ve barely scratched the surface code-wise. Do I think I have the ability to create it all? Probably. Do I think it can be done by just me in any reasonable amount of time? Not really.
So as of today, Valkyrie is getting the axe, at least for now. I obviously still love the idea, and I’d love to be able to make it a reality one day, but in my current situation, I’m simply not able to devote enough time to make that happen. It’s disappointing because I wanted this to be the project I wouldn’t give up on, but if I want to break into the world of gamedev, I need a smaller project that can be completed much more quickly.
All this being said, I have gotten ideas for a new project. It’s smaller in scope, which means the development cycle should be much shorter. I think it’s definitely possible to get this new project out the door by the end of the year, but without a lot of experience actually finishing games, it’s hard to say when I think it can be done. Not giving out any information about it right now, but I hope to restart the dev blogs and talk about the new project when the time is right.
Finally, thank you to everyone who supported the project by giving me feedback, and to Ladida, who worked with me on character designs and the story.
And with that, this is the final post about Valkyrie.