M.A.S.S. Builder

M.A.S.S. Builder

Outsider Apr 5, 2019 @ 6:09pm
Large list of little things.
I understand that this game is in development and that demo does not represent the final product, so most likely majority of things I'm going to talk about are already being addressed.
Still I want to put out my feedback and maybe have some discussion over it.

User Interface
During frame management and the like it would be good to have your credits and other resources to be displayed somewhere so you don't have to switch back and forth between menus when deciding which part to develop.
Yes in demo you have more funds than you can spend, but I imagine in the final game you'd have to make choices.

Painting is needlessly convoluted. I quickly figured drop down menus and custom color slots relation, but that's my experience with editing software. For regular player that might be overwhelming and confusing. I believe it's possible to streamline painting menu without sacrificing flexibility.

Managing decals is hugely overtuned as well. Opening decal menu, clicking clear and clicking save is 3 times more clicks than just right click on it to remove it.

It would be cool to be able to export mech set up as an external file to share with other players, so you can load someone's else build, as long as you have necessary parts unlocked.
I'm talking about visual build there, not upgrade tree.

I absolutely love combat hud, the only thing it lacks are scale sliders so you can make it smaller or bigger.

Combat
Melee feels underpowered. There is no reason to engage in melee range and put yourself in danger when you do just as much damage, if not more with ranged attacks.
Melee attacks should either stun lock enemies or deal more damage or have some other beneficial properties to be viable alternative to ranged attacks.

Also seeing how you can perform aerial combos, which I absolutely love, introduction of launcher move for every stance would be logical. So you could follow up with juggling airborne enemy.

Not much to add really, combat is what sold me on this game, as I was initially skeptical. It feels and plays really well, great job on combat system.

Art and graphics
Lens flares generated by glowing eyes don't always correspond with eye color. For example if I set eyes to glow green, the lens flare is blue for some reason. But if I set them to orange, then lens flare is properly orange.
Lens flares are generated by two sources - one is eye color of the face plate and the other is light source on the frame. Took me a while to figure it out.

When putting katana blades on knuckle handles the left one is weirdly flipped upside down.

Graphics option menu is lacking, it could really use more detailed options, like effects being broken down into depth of field, motion blur etc etc. Some people like one option, but don't like the other.

Also if at all possible add framerate menu? Game is locked at 60 fps, but seeing how it is UDK game, it most certainly can support higher framerates, like 120, 144 etc.

Otherwise game looks stunning and support characters are beautiful.
I'm eagerly looking forward full game release.
Last edited by Outsider; Apr 11, 2019 @ 3:30am
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Showing 1-5 of 5 comments
Walke_893 Apr 5, 2019 @ 7:25pm 
I'd like to chime in about some little things that I've noticed:

- The camera control options lack a invert camera x axis option. This is especially important for controllers since some individuals will prefer full inverted camera controls to make game play more fluid for them.

- If the camera controls are also linked to the aim function then, if possible, separate the camera controls for aiming into its own option. However since lock on seems to play a large part in accurate aiming this may not be necessary.

- Currently, lock on does not seem to have the function to switch between targets whilst locked on. I'm not sure if the function exists since I have yet to play the combat in depth but from the little I have fought, I could not get the target indicator to switch without unlocking first.

For Armor customisation:

- Under the assemble option, currently only the armor option exists. This is not a problem if you wish to add further tags in the future, but as it is in the demo, it seems unnecessary to have to select the armor option to get into the parts menu when it would be faster and require less clicks to just open the parts menu on selecting the indicated section.

- This also goes into two clunky options whilst assembling armor. First, the save option forces the menu out of the parts window. On its own the function seems like it would save time, however once you start to go through changing each armor piece, the flow of action slows down. This makes it more tedious when wanting to choose armor pieces for visual synergy.

- The other option is the unequip button. Currently, to unequip a part you need to press the separate unequip button and then press save to maintain the change. Both the save and cancel buttons perform a definitive action, yet unequip does not. This feels counter intuitive. It would be better to have a no parts option in the parts select window to maintain UI logic or change how the unequip button works to function like the other buttons.

- As an aside, if possible, it would also be nice to have an unequip all option so that you can build from a skeleton frame. Currently as is, to unequip everything you would have to go to each tab, unequip, save and repeat.

- Also, something I hope you'll also consider. If possible, could a function to save a schematic/ armor setup be implemented. I love character creation and love to design multiple looks to play with. Having some way to save a design to reload it in the future would be nice since I love to constantly change who/what I play as.

That's it for now. I'd also like to say that I'm greatly looking forward to a eventual release for this. I've already spent 2+ hours just customising a M.A.S.S. unit and I can see myself spending even more time in the future.
beriozu Apr 11, 2019 @ 12:15am 
Regarding the topic of glowing eyes, I can't help but also chime in and wish that the visored faces also emitted a soft ambient glow corresponding to your chosen color. As it stands right now, visors are quite drab in comparison to faces with eyes.

I definitely agree about melee feeling underpowered, although I do like actually having to be reactive in close combat compared to the Gundam Breaker series of games that this title seems to be at least partly inspired by. With that in mind, having every slash or strike being able to briefly stun an enemy would probably take away from that reactivity, so I'd just opt for a maximum stun limit in a combo or just higher damage overall.

Besides those, a lot of my own concerns have already been voiced by you guys. This game is truly one of the most ambitious when it comes to customization. It's (mostly) everything I wanted from a new mecha game in raw customization and then some. This may be wishful thinking at this stage of the game's development, but I wish that your main limbs and joints had their own individual sliders much like the unified "Joint" tab in order to further personalize and accentuate your machine, such as being able to adjust the overall size of your shoulders to a certain extent.

I'd kill for something like Builder's Parts from Gundam Breaker 3 or Armored Core's stabilizers existing here, but perhaps I might be too spoiled in that desire considering what we already have in the game. Regardless, credit to the developers of this game for being the first (and probably only) game that I've backed on Kickstarter.
Last edited by beriozu; Apr 11, 2019 @ 1:31am
Outsider Apr 11, 2019 @ 3:28am 
I actually figured lens flares out.
They are generated by TWO sources - one is eye color of the face plate and the other is light source on the frame.
I love this, it showcases just how in-depth customization is.

https://steamcommunity.com/sharedfiles/filedetails/?id=1709374838
https://steamcommunity.com/sharedfiles/filedetails/?id=1709374871
https://steamcommunity.com/sharedfiles/filedetails/?id=1709374910
Outsider Apr 11, 2019 @ 3:32am 
Also builder parts equivalent is planned.
You can notice "accessory" slots when customizing armor, that's here they are planned to be.
It's not set in stone I imagine, but if everything go as planned, we WILL get builder parts system in there.
beriozu Apr 11, 2019 @ 6:04am 
Ah, I had a feeling that accessories would be the next best thing to it but since they weren't fully implemented in the demo I wasn't too sure about it. Very reassuring to hear, combined with the fact that they're spread out across most of the armor joints and limbs.
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Date Posted: Apr 5, 2019 @ 6:09pm
Posts: 5