MattHellmann3D

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MattHellmann3D

MattHellmann3D

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Testing out the buildings for this level. Almost all the buildings in the game choose a base mesh and a random set of props to spawn with on scene load.
There's a road clipping through a building at 1:10-1:12, that's the result of me forgetting how large one of the base meshes is for that building prefab. (That's something I'll have to remember while building levels.)

Chipping away at the UI.
This clip is discussed in my devlog on Minds: https://www.minds.com/matthellmann3d/blog/post-metropolis-rush-devlog-20-09-10-1150816193875619840

Did some more work on the UI. Made title cards for the stages, made a speedometer and timer for the player's HUD, these will all likely see changes.
I'm currently focusing on the parts of the development pipeline I've never done before, to get the uncomfortable stuff out of the way asap. (I'm an artist first, programmer entirely by necessity.)

Currently working on my game's pause screen.
The camera still rotates with RStick while the game is paused, this is because the camera rotation follows RStick absolutely instead of using Time.deltaTime.
Right now, I'm considering either getting rid of the black overlay during the pause screen, OR disabling the ability to rotate the camera while the game is paused.

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Created 3 years, 8 months ago.

4 videos

Category Gaming

Solo game developer working on Post Metropolis Rush. Using Bitchute to host short clips of my 3D projects for devblog use.

Devlog is on Minds: https://www.minds.com/matthellmann3d/?referrer=matthellmann3d

3D Portfolio sites:
https://www.artstation.com/matthellmann3d
https://sketchfab.com/MattHellmann

Games I've made:
https://matt-hellmann.itch.io/

Social Media:
https://www.minds.com/matthellmann3d/?referrer=matthellmann3d
https://parler.com/profile/MattHellmann3D/posts
https://gab.com/MattHellmann3D
https://twitter.com/matthellmann3d

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