Kuwento - No Timelines
Sun Mar 01 2026
I don't set any goals for my personal projects. It's a problem. I know hobbies should be "no pressure" kind of things, but seeing how long it takes me to finish things is a little discouraging. I started working on the asong gubat model a full month ago. I think I finished the sculpt in a week. Retopology, which is the process of making a model with a lower poly count, took me a full month. I kept putting it off and faced no consequences (that is if you don't consider the shame). Other people have finished complete games in a month. I think people who join game jams are incredible. How do you have a working game in a month??? Self-discipline, I suppose.
Here are the pictures for comparison:


Usually, I would use the high-poly model to bake details (e.g., folds, creases, bumps, etc.) onto the low-poly model, but, honestly, they don't look that different to me. I'm letting go of the idea that I can make a realistic or even a semi-realistic, highly detailed game. I'm okay with using the low-poly model as it is. Anyway, I still have to texture, rig, and animate the asong gubat before I put it in the project. Speaking of projects, I fixed a few bugs in the Godot game I mentioned in my last post. I also changed my mind again about changing the shape of my honeybee asset. I was going to make it more of a cute circle but then it would look more like a bumblebee, which is not what I'm going for. That said, I added a bunch of things in my to-do list for the game. I still want to add pickups, perks, obstacles. Then maybe I'll upload to itch.io. My personal Google Play developer account was closed due to inactivity, so I can't put it there. It's a shame, but I get why they would want to get rid of people who don't regularly update their apps.