Good to see another Hunt for Immortal boost. I also want to give you some words of advice and encouragement.
You don’t have to feel obligated to work on this project over your other hobby and your job unless you really want to. Managing 1 project with a job is already tough on anyone. But mix in another dedicated hobby and it has a good chance of becoming too much to juggle.
It’s ok if this project gets neglected. And if this ever becomes too much, you’re free to quit. That sounds bad on paper, but quitting for a good reason isn’t a weakness, it’s a strength. You aren’t failing, you’re choosing something better.
I’m not trying to mock you or say that you can’t do it, but I wanted to let you know all of this; because it took me too long to accept that sometimes, quitting is ok.
Don’t believe me? I’ll give you my latest example from last week.
I’ve recently saw this post about someone wanting a team for an upcoming jam. I accepted on a whim while I want on break at work. I wanted to attend at least one game jam, not for the game development experience, but to answer questions about myself.
However, as the jam began, I successfully answered every question I had. I also realized that game jamming wasn’t for me.
So, I politely told my team members that I wanted to quit. (Great guys BTW) I wished them well, then quit.
Here’s the reply I made for myself as proof:
For the next few days, I felt extreme guilt and grief over it. I felt like less of a game developer because I only wanted to develop for my niche and skillset (Multiplayer PvP shooters).
I also felt disconnected from other Godot developers. Most Godot devs focused on 2D, single-player, standalone experiences that have a set end point; while I was going against the grain in developing a project that is 3D, multiplayer, and ever evolving. It felt like I was the odd one out.
But that wasn’t true. Not in the slightest.
A few days passed and my emotions finally processed. I learned the most valuable lesson of all from this experience:
What I thought were my weaknesses were actually my true strengths. I also learned that, while my circumstances differ from most Godot devs, I still have a place here.
Ok, enough about me.
What I’m trying to tell you is, please take your time and acknowledge your priorities. And if you ever feel like delaying or dropping this project, you’ll always have someone here who understands and supports your choice. Please remember that.
Edit:
I also wanted to say that sharing your work here was the right decision, even if you think otherwise. You put yourself and your project out there for others to see. I think that’s the bravest thing a developer can ever do.