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M.A.S.S. Builder, A Fully Customizable Mecha Action Game

Created by sekaiproject

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Latest Updates from Our Project:

WIP: Upcoming Story Mission Map
about 4 years ago – Sat, Apr 11, 2020 at 12:24:42 PM

Hello everyone! How are you doing during these times? We hope you all are still doing well and enjoying a relaxed time at home with activities, such as playing games like M.A.S.S. builder. For this week's update, we're showing a small preview of the upcoming missions and story map that we're implementing into the game. We are trying to complete chapter 2 story missions in this next update and we hope to do so as it will open up a lot of progression for you. Please look forward to playing them!

Game is currently 15% off! https://bit.ly/2vcipiZ

WIP: Sneak Preview Hammerfall Armor Set
about 4 years ago – Sun, Apr 05, 2020 at 02:12:50 AM

Hello everyone, how are you doing in these times of quarantine? For us here at Vermillion Digital, we've been working on the upcoming patch non-stop while keeping ourselves safe, so no worries, we'll try our best to deliver the update in due time.

For this week's update, we wanted to give you all a sneak preview on the new armor set coming in the next updates, the "Hammerfall" set portraying a larger extremity and its glory in all the bulkiness. We're aiming to deliver two more variants of this to complete a set of three as we'd always done, but here is the first variant. We hope you do like it. Again, if there are any concerns you'd like to voice to us, don't be afraid to send us a message anywhere. We hope everyone stays safe and having a good time!

WIP: Sneak Preview New Mission Design
about 4 years ago – Sat, Mar 28, 2020 at 02:44:05 PM

Back to another work in progress preview for M.A.S.S. Builder. We're still working on the next update during these times and we hope you all are alright, for now, have a look at the new missions design that are coming for the next update!

Join early access: https://bit.ly/2vcipiZ

New Development Roadmap
about 4 years ago – Sat, Mar 21, 2020 at 03:59:39 AM

Hello everyone! Today, we release a new sneak peek screenshot of the upcoming armor set we're working on, as well as the new development roadmap. Please follow this link to read all of it on our steam page! https://bit.ly/33gIttG

Post-Patch 0.3.0 Manifesto
about 4 years ago – Sat, Mar 14, 2020 at 03:20:09 AM

Welcome back to another post-update manifesto. We've decided this is where we explain our thought process behind the major changes we have done to the game after a patch, instead of a "what's next" thing. That will be discussed later when we finish our new roadmap in a week or two. Again, we do apologize for all the delays and bugs that have happened, there weren't enough testings that we were able to do to reproduce everything and fix it in time. Now, here's to some long readings.

- On changes to close combat controls and its attack patterns, we've first thought that a few combos, chaining from one combo into another was enough for the time and it could transition well into the new rework. It was not, we accept that mistake. For that, we decided to move on to giving full controls (as players have been expressing their frustration on they cannot control the combos and it made the game needlessly difficult alongside some nodes that required end of combo attacks) towards the combo system, allowing players to transition into a longer or stronger combo with a one-button press system.

Now, why would we not give just another "heavy attack" button instead of this? We gave some thought on it but due to the lack of buttons available with all the systems like guarding, dashing, jumping, quantum breaking, and etc., we think this combo alternate button is the easiest to understand and get familiar with, while still giving players full controls over the M.A.S.S. unit movements (that's why we did not put it on a button that usually uses the index or the ring finger on default even though some of us instantly changes the button).

Another thing we'd like to answer on the reworked close combat controls are things like "why don't you give it more depth?" or "why not give it things like attack skills where players can equip into their skillset?" As much as we'd like to do so, it is impossible. We allow players to equip various types of weapons onto their M.A.S.S. which uses a lot of buttons already and if we added another depth to weapons like giving it skills like in MMORPGs, there would be a serious case of limitations like "how each skills behave with each weapon" since a weapon skill that behaves like a chain wouldn't work while holding lances-thing right? It would also turn the game into a skillfest with no use of normal attacks after we thought about it thus we can't do things like that. Then how about turning each press of an attack into a sequence of skill itself? That would be extremely disorienting and unresponsive when we factor in combination of attacks. Aside from that, we also have the problem of growing our animation and weapon set since if we'd like to grow the amount of weapons, we sacrifice the skills part, if we grow the skillsets and animations, then we sacrifice the weapons part. It is something that we cannot do, and we hope that you would understand.

- Now to Quantum Break, a system that we decided to add much later down the line of the reworks. We first thought of giving close combat reworks some kind of "ultimate move" but if we just do that, the amount of works and animations for each type of weapons will be huge, thus we looked towards things like "ultimate mode" or what can be called "over the limit" or things like that and came up with an extreme power-up instead.

At first, there was only one form that does everything, then we felt this is too good, but reducing the numbers down while also giving special buffs did not feel right to us. So we decided to break it into three forms and add one base form with all the numbers there. The basic enhanced form provides great number increments, the accelerate form is extremely fast and potent, the devastate form has a very large AoE (fun fact: at first all form has that AoE but we decided to give other forms a smaller area instead), and the armored form gives ultimate defense and constant regeneration.

- Guarding was a very controversial feature to think of, as many of us has differing ideas. There were opinions on things like 100% guard, with delays before and/or after. How about making it have charges that regenerate over time? How about having a bar that would constantly go down as you hold guard?

In our opinion, M.A.S.S. builder is a fast paced game, and having delays of holding the guard up or lowering it would contradict this pace and disrupt the player experience we'd like to have. Even though it might make the shields more powerful, we thought that disruption would not be healthy to the experience itself thus we did not put any delays on guarding or lowering guards. With that, there will need to be a gating mechanism that would not allow it to be too overpowered, but having charges or bars is not a good choice. Reasons are because players would need to track another thing on their character and there'll be a UI mess as well. We wanted the UI to be as clean as possible and not want some bars to spring up in the middle of the screen notifying how much charges you have left to guard, and when can you guard again, thus we decided to cap damage reduction to 75% and make it a bit more dynamic and active with directional guarding to reward skilled activation.

- Dual Weapons are something that was a much-requested feature, as well as something we had planned for a long time already. We first thought of its functionalities and how will they behave in integration with the game, and how do we make it different, or do we need to make it different? As the philosophy of the game aims to bring in aesthetics with as little effect to true gameplay as possible, we were thinking that maybe we should not make it that much different from using a single hand + shield or both-handed weapons.

We'd also like to repeat once more that this is only the first phase of the dual-wielding system and we'd grow it into something much better given time. This includes using different weapons in combination, ranged weapon dual wielding, and such other things. This is one of the core system and we hope you can wait for us to improve it.

That should be all for this post-patch manifesto. We hope we have addressed all important decisions and answer some questions behind our development thoughts. If there are still concerns on the topics, or some other things, feel free to send a message to us on the discord and we'll answer them accordingly.