
What more can be said, really? The more customization options we get, the better.

What more can be said, really? The more customization options we get, the better.
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.
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.
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.
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.
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.
Until then, cheers.
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.
VD addressed that one issue that bugs me in some games that have charged shot mechanics. A charged shot is supposed to do more damage that you can inflict in the same time frame with regular shots, but the different isn’t always enough to encourage you to do that. Sometimes it just ‘feels’ like the enemy will die faster if you just pepper them to death, even if the hard numbers say otherwise.
Come to think of it, the Megaman X games handled it reasonably well. I always felt like a charged shot was the better option in most situations. That wasn’t just because of the damage, though; you had to run around and jump all over things to avoid getting hit, and it’s easier to just charge up while doing that and then blow up the enemy once there’s an opening.
Anyway, this is nothing but good news and I’m looking forward to it.
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...
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...
M.A.S.S. Builder - What’s Next 0.11.0 - Steam NewsFirst of all, before anything else, we must announce that we’re shifting our development engine to Unreal Engine 5 for the next version. Now now, we must ask that you don’t panic and assume the game is going into a...