Roses Will Rise development update: 29 January 2022


Mirrored from the Patreon blog

Hello friends,

I sincerely apologize for the lateness of this week's report, work messed up my weekend schedule by moving my weekend a day later. I would have written this report on that weekend but my errands kept me preoccupied and generally tired so I didn't have the chance to.

I do bear some really good news though, I probably said this before but the game's is currently at the farthest compared to the many times I started over. I mentioned in the past update that I worked on building the 3D space and adding the dialog script, this week's work was populating the space with objects.


Not many know this, but I have a background in 3D modeling that I haven't used in a very long time. It was made even more challenging working on a different program than what I was used to, for the longest time I've been using Autodesk Maya and for the longest time I've been wanting to get into Blender. Something that I've been putting off for a very long time due to the UI differences and my day job making 3D modeling very uninteresting to me for the longest time.


early version of the barrel used as a test for normal mapping, work in progress

Despite the trouble a lot of 3D modeling has been giving me, the results have been generally very satisfying.  I had to rebuild one of the models (the barrel) because the earlier model gave me some trouble with the textures that I had to make another one (shown in the top most picture). A lot of these models are subject to change and will include improved normal maps among other things, but since a lot of the games I plan to make are in the same universe these models will be reused in the future.

There's still much to work on in this scene, but I definitely do like the look going on right now. I do plan to change the trees in the cutscene demo to polygons in a later date, but these are the kind of changes you will expect.

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