Hello everyone. We’re at the end of October now and with November in sight, the update looms closer (yes, we’re still on that HOPIUM road saying we’ll update the game in November). With that said, we’d like to show an extra content we’ve worked on while finalizing other systems, a new hunt mission.
November? Maybe I should hurry up with my unit. Anyway, it’s always good to have more hunt missions. I used to farm these and the lack of overall variety was a little irksome, both in the enemy types and environments. But here we’ll be facing off against other M.A.S.S. units in a shelter. That’s perfect.
It also looks like the destructible props idea is going through.
Overall I’d say this is one of those more subtle news updates that’ll be a lot more impactful when 0.9.0 actually releases.
M.A.S.S. Builder – WIP: Base Ranged Weapon Parts & Starter Content Update – Steam News
A few weeks ago, we’ve shown you new simple parts coming into version 0.9.0 but haven’t provided the full description of how they’ll be unlocked or how many parts will be there. With today’s WIP update, we’d like to go into detail about the topic.
The base parts series has always been one of VD’s better, if more unusual ideas. This will let us make some of the more unique looking guns we want without having to worry so much about the scaling and vanilla parts sticking out. Pistols might even be more doable after 0.9.0 even.
VD’s also making sure that we’re covered across ‘shot types’.
Admittedly, this is a more cluttered looking than it needs to be, and for some it might make them wonder what the point of the original weapon parts will be going forward, but I think this suits everyone. People who want a more basic, already detailed weapon part will have one, and people who want to make a replica of something or design there own (my camp), can do that.
The best part is that we’re getting these as soon as the update goes live. No grind to design for this batch.
Well hello everyone! This WIP was a bit late due to some complications and it’ll be a bit on the shorter, but exciting side. As you might’ve read from the headlines, our 3D artist took your suggestions to heart and have created a small set of accessories with Quarks as a theme.
And so, once 0.9.0 releases, we’ll officially be collecting pelts. Definitely looking forward to that.
M.A.S.S. Builder – WIP: Destructible Props Test – Steam News
Some short update on something we’re working on this week! We’re adding more details to missions and levels design through destructible props. These are some of the samples. We thi
What’s a mecha game without some destructible props here and there?
(A demo, that’s what)
Since it’s just a test, there’s no guarantee this will be implemented, yet. VD’s trying to make sure they can do this without decreasing the game’s performance first, which is definitely a good idea. A game that’s this fast paced can’t afford to have its FPS drop during combat.
It’s nice that the explosions have physical impact, too. I wouldn’t go out of my way to lead the melee quarks into punching these things and hurting themselves, but it’s a nice, immersive option to have.
Also I have to say, I really like these vehicle designs. They’re ‘vaguely’ futuristic without looking overdesigned or impractical. They look just a tad minimalist in their design too, which I think is a good fit for a setting where mankind is being forced to operate behind enormous walled shelters in order to survive the quarks.
I ran out of time to work on the thumbnail for the Messer F workshop upload, but I did manage to iron out one last issue with the build. I managed to cover up the inside of the landing gear socket so the internal thrusters aren’t visible. I had to relocate a few hydrogen thrusters and even ditched a few ions here and there, but the ship’s handling is still right where it needs to be, so I’m fine with this. I’ll need to take a few more photos tomorrow and maybe make a gif or two to show the subgrids in action, but that’ll be it.
As for the Hipper, she’s practically done, too, but the details of the ship are so numerous I don’t even know where to begin as far as a workshop description. I’m also scrapping the video idea for now since gifs are more cost effective and won’t require youtube or anything like that.
Looking back on all this, it’s kind of funny how much I write about all this workshop prep. I check out the most recent uploads every day and I see so many designs just tossed out there with no fanfare. Those ones don’t get much attention. I’m always honing in on blueprints from builders I recognize or at least have a good presentation.
That’s why that thumbnail is so important. It’s the first (and often only) thing people browsing the workshop are going to see, and along with the name of the blueprint on display, it’s all you’re going to be able to do to draw people in. That’s why I’ve got to make sure I get the right one and make sure everything fits.
Anyway, I’ll see if I can wrap things up tomorrow evening.