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WIP: Accessories Preview Part II

Welcome to another weekly WIP update! Remember a few weeks ago when we showed you part 1 of the accessories we've been making these past months for the 0.7.0 update? Here's part 2, and it should incorporate a lot of pieces that some of you have been requesting for a lot.

Without further ado and to not keep you guys waiting, take a look!

Discord: discord.gg/quS7E46
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WIP: Accessory System Decal Process Preview

Hello everyone! After the short previews last week, you might have thought we'll be showing more this week as a part 2, but no, we'll be showing you the QoL improvements for the decals system, how it'll work with accessories, and its process instead!



Here we have a sample M.A.S.S. unit set up for clarity. It has parts with accessories attached onto it, namely the upper torso part. We'll be using these parts to show you how decals will work from 0.7.0 onwards.



Decals placement will still follow the same rules as before, you click to place them on the parts. Accessories placed upon a part will be integrated into a large object and decals can be placed on them as if they were a part of the armor itself.



You can use the offset, rotation, and scaling system to further adjust the decals position upon an accessory part attached onto an armor part itself. As we mentioned, they are counted as a large object itself.



Now here's something new, the alignment system. Decals can be copy-mirrored onto another axes aligning with the reference point, just the same as how an accessory can be copy-mirrored.



Now you might wonder what will happen to the decals if you move the accessory part it is placed upon afterwards. We decided to have the decal's position saved so it'll stay in the same place no matter how much you move the accessories, and you will have no problems when you remove the accessories from that base part itself.



Same as how accessories work, we do have a masking view for decals so you can have an easier time trying to place them. More clarity is always a good thing right?



Finally, we'd like to show you a system to help players who are using controllers. We now have a visual cursor to help controllers place their decals without using the mouse to click on the armor part. We also have this system for accessories, don't worry. Now that should be all for this week's WIP update. We hope you like it, and see you all next week.

Discord: http://discord.gg/quS7E46
Feedback Hub: http://bit.ly/3wpWofe

WIP: Accessories Preview Part 1

Hello everyone, this week's WIP is a very short one with nothing much to explain... It's the collection of the accessory parts that we have finished and will be adding into the game in the coming 0.7.0 update. There's nothing much to explain, we just wanted to give you a preview of them first so you can understand more about the parts we're making as accessories, or better, start planning your build in the coming update. We hope this excites your creativity, if we have a lot more to show then there'll be part 2 coming but for now, see you again next week.



































WIP: Accessory Paint Process and Global Styles

Hello everyone! This week's WIP update will be another feature showcase of the accessories system that we had just finished. To not make things too long, let's start immediately shall we?



As we've shown you on accessories assembly a few weeks ago, there's only a few things left on the system and we'd like to show you the in-game footage of their usage. The sample here shows an armor part, shoulders, with three accessories attached making it bulkier and something one of our developers personally like.



Onto the painting of accessories! We first worked to have it inherit color from the attached part, but a very strong campaign by you all made us realize that we should take more time to make them better, so here they are. Each accessories will have 2 sub-elements each as shown here A1 and A2, B1 and B2, and so on if you attach more accessories (see those blank boxes?), and you can choose to paint them however you want



Accessories will use the same painting system as other parts so fear not, it'll be something that you're all already familiar with. This should allow you to take control the instant you get to play with them.



In this coming update, we'll also improve the Quality of Life when working with painting the M.A.S.S. unit and all its part with an implementation of a global style system. The system will allow you to use the same style all over Armor/Weapon/Frame/Accessory parts. Custom styles will still be the same, global styles are just an addition for ease of cross-part painting.



You can also import the global styles from other frames. If you import other data, you can transfer the parts and everything and immediately apply the global style from your frame, or vice versa, import the global styles from other frames you have and you'll end up giving your frames the styles from another frame with ease.

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: NPC Interaction and Concept Design

Hello everyone, today will be a very short update on the NPC and design side, showing how they will be implemented and shown in-game.



Aside from new actions that gives a bit more life to the NPCs, we're also adding more effects to their interactions.



And lastly, we'd like to show you some NPC concept and designs that will be involved with the story in Chapter 3, far away in the future patches...



Now we know that you'd like more information and previews on the coming accessory parts, so we'll assure you this. We are working to make the system done ASAP and hope that we'll be able to show you more by next week.

Discord: discord.gg/quS7E46
Nolt: bit.ly/3wpWofe