Welcome back to another WIP update. This week features one of the short perpetuals update we’ve been working on since ages ago, regarding Quark’s models and aesthetics. These Quarks were one of the special uncommon Quarks that does not conform to the normal behaviors and uses special moves to effect combat. We haven’t used much of them as they were causing frustrations for players and we’ve shifted them away, even to an extent of removing them from the game in most missions.
I barely remember these little pests nowadays. Well, VD says they’re going to try to bring them back in a less annoying form, and to that I say “Good luck,” because it’s extremely easy to annoy the average gamer these days, especially when mechanic overlap puts them in situations they weren’t mentally prepped for.
For example:
Luckily the only thing in M.A.S.S. Builder that’s straight up overpowered is the player. Everything else is a crash test dummy by comparison.
As for the new look, I’m kind of neutral on this one.
We’ll see how VD’s going to go about making them less frustrating to deal with in a furball eventually.
Okay so the Cosmo Messers aren’t 100% compatible with the Yamato, so I wanted to modify one to be close to spec. I somehow wound up making a full-blown Cosmo Falcon.
There I go, makin’ replicas again
I also did some side by side comparisons on an old request and Good God, I was not expecting my Yamato to be the middle child!
I’m over the initial shock, but that was weird. I mean look at this one more time and tell me this isn’t oddly precise scaling.
Have to admit though, pretty strong signal~
My next steps are getting the main carousel working, then I need to finish up the exterior by putting in the two ventral hatches and the catapult elevators. After that, it’s all interior work and we’ll be close to 80% done on this thing. Unlike other ships I make, the Yamato’s interior isn’t going to be 100% filled; I’m only putting in any canon rooms/compartments I can manage and the rest is going to fake space or components for important systems.
That’s all for now, but progress is good. I’ve just got to watch out for stability problems and nip them as they come up.
M.A.S.S. Builder – WIP 0.11.0 New Energy Shooter PRISM – Steam News
Continuing a streak of showing exciting stuffs, this week is about the up and coming, new Energy Shooter we’ve designed as something fun. An energy shooter we call PRISM.
That’s kind of weird but it reminds me of that chain lightning mechanic you sometimes see in games. Basically an AoE with more steps.
Prism has a secondary firing acquired by holding down right click for around a second. It deals no damage at all, but attaches a prism onto every lockable points within an area. This means every enemy that can be locked by homing missiles are susceptible attachment points of this secondary fire. What does it do? Well… let’s have this next clip explain it as it’s worth more than a thousand words.
VD
It sounds a tad complex at first but it’s probably just like alternating between firing modes to set this effect off. Use secondary fire as a lockon mechanism, then the primary to blow everyone up at once. Pretty nice, actually. Looking forward to trying it out myself.
Oh my goodness … well, things may have slowed down exponentially compared to the first 24 hours of working on this thing, but that doesn’t mean there hasn’t been major progress.
Check this out.
The exterior is nearly finished (minus coloring)The catapults work
There are a ton of other things I need to go into more detail about soon, but the gist of it is, we’ve gone from 30% completion to roughly 60%. The interior is going to have all the rooms from the show that I can remember and replicate minus that giant piston chamber just in front of the wave motion gun; I’ll need that space for working components like gravity drives. Once I finish the carousels and place the initial maneuvering blocks, I’ll know exactly how much space I need as well as how much I have to design the interior. That’s when things will get really interesting.
M.A.S.S. Builder – WIP 0.11.0 Energy Single Charged Shot – Steam News
With last week’s Bullet Shooter’s Single fire showing off, it is necessary we also show its twin, the Energy Shooter’s Single fire charged shot as well. We went a different angle for the Energy Shooter’s charged shot.
That shot’s pretty slow, but the blast radius looks good. At that size, it shouldn’t need to be too accurate to deal splash damage to a boss’s weak points. As for crowd control … oh yeah, that’s going to be fun.
I’m also glad we’ll be able to tweak the colors through elemental effects.
Overall, the shooter updates are looking great. Hopefully once my schedule becomes less crap I can get back to covering this and other games the way I want to. Anyway, that’s all for now.