"Master Arena closes a chapter of old school arena shooters to open a new one with a fresh gameplay more tactical and fun. Accessible to everyone, Master Arena is easy to handle and satisfying to play. Duel, deathmatch, free-for-all, capture the flag, and more, Master Arena invites you to join arenas from 2 to 30 players. And that's not all. The game includes offline modes support, online dedicated servers + LAN support, and a map editor with Steam Workshop! It's time to frags! Welcome to Master Arena!"
Hi everyone,
We are back with an update for the Steam Game Festival. During this event, we will do 4 game sessions and a developer Q&A on Twitch. The first session will be today. If you have any questions, join us on Discord, and ask them in the channel #game-festival, we’ll answer them during our Q&A.
For more information on the game sessions click here, and here for the developer Q&A.
We updated the perks selection menu. From now on, the setup of your robot is done in 3 steps:
Complete redesign of the map: The layout is nearly identical to the previous version, but the design is a new environment.
Optimization and a slight redesign of the center of the map and the side corridors leading to the bases.
Lighting correction
Map recoloring: we went from a green-tinted map to a more whitish map with a green accent.
Modification of the secondary fire. From now on, when you will hold the secondary fire button (right mouse button), the plasma loads and fire when you release the button. The projectile will be more or less big depending on the loading time (max duration: 3 seconds). This plasma ball explodes in several projectiles after a few seconds (the bigger the plasma ball is, the faster it will burst).
Update of the secondary fire. From now on, when you hold the secondary fire button (right mouse button), the flash rifle loads and fire when you release the button. The energy ball will move more or less quickly depending on the loading time. The less you load, the faster the energy ball will move.
The HUD has undergone some corrections to improve its readability.
The pickups still have the same design, but the material is new to highlight them.
***
If you have any bugs, issues, or suggestions, do not hesitate to discuss with us on discord. Feel free to invite your friends to join us, share, and like on socials networks.
See you in-game, Master Arena Dev Team.
Hello everyone!
During this last month, you might have seen several updates that we didn't announce. We were testing some maps and gameplay optimization before making any announcement. We want to thank all the players who participated in the various playtest organized during March. It was a huge help for us during this test period. So thank you. If you missed the playtests and want to play in the next ones, don't hesitate to follow us on Steam where we announce every event. If you want an Alpha access key, just click here.
Let's see what we have been working on.
We added several announcements depending on the type of kill done:
New information is displayed in the killfeed :
The crosshairs are now outlined. They should be visible no matter the display colors you choose.
The game can now support Japanese / Chinese / Korean language. So if you are interested in helping us translate the game in one of those languages, don't hesitate to contact us on our Discord (@Dev_Jerem or @Dev_Virginie).
In the new font, we wanted to add some emoticons. You'll find, on the picture below, how to write them using the keyboard shortcuts.
For those interested in creating maps, we added a tutorial about "How to set up a map for Capture the Flag". You will also find in the editor, "new" statics mesh. By "new", I mean already existing meshes but in 6 or 7 color variations. So you can create maps as colorful or austere as you want. We also added tags, organized by types of environment, to every static mesh in the library. We hope it will help when you are creating a map :)
***
If you have any bugs, issues or suggestions, do not hesitate to discuss with us on discord. Feel free to invite your friends to join us, share and like on socials networks.
See you in-game, Master Arena Dev Team.
Dear Community,
After several weeks of waiting, we are pleased to officially released Master Arena's Alpha 2.0!
We want to thank you for your patience, and now, let's review its content.
Yes, the first version of the PERKS is finally here! To get to the heart of the matter, here is a screenshot showing the menu displayed in-game.
In the display order, here is a description of the available perks:
Those perks are available depending on three sizes:
Keep in mind that the power of dodges, wall-dodges, and bounces is also affected. So, for example, a standard robot will not be able to catch up to a runner with the same running path.
Depending on the selected size, several respawn delays are available. Once the time is selected, you can adjust your cash and stamina gauges. The longer the delay, the more your cash and stamina gauges will be filled.
With the cash, you will be able to customize your inventory. Do you want a rocket launcher? OK guys, it will be 200₿. Would you like to respawn with more HP? Well, just make your choice.
Please note that the perks system is currently only available for CTF game mode. These are the beginnings of the gameplay we want to incorporate in the game. Our wish is to make this mode more balanced and tactical than a "normal weapons" mode. So major changes will occur such as the removal of some perks, the creation of new ones, the introduction of items and tactical areas, and we are not afraid to completely review the concept. It's only the beginning!
Message from Dev_Jerem about this game mode:
Let's see if it works. After all those years developing Master Arena, it's finally time for the perks! It's a real pleasure to code this part. I just hope I'm not doing anything wrong. :)
Now when a headshot is made, the robot's head breaks off.
When a robot explodes, you will now see its libs bounce on the ground and the walls, leaving behind traces of oil from the massacre.
Structural change of the map, the bases are now asymmetric.
Structural and graphical update.
For those who want to create maps with the map editor included in the game and share them, we realized a series of tutorials here. We show you how to set up different types of light, movers, spawn points, and how to go about sharing your map on Steam Workshop.
Other tutorials about how to set up your crosshairs and your HUD will be available in the next few days.
With this update, once you've downloaded Master Arena, you will be able to launch the game, the map editor and a dedicated server without needing to download anything else. Moreover, the next patches might be smaller because this update allows simple file replacement to fix bugs.
WEAPONS BALANCING AND DAMAGE
Here are the changes regarding weapons balancing:
You will find more details here.
The damage detection method is now faster and more precise.
Message from Dev_Jerem:
With this new balancing, the goal is to have adequate time to kill for each weapon. The next steps in the development will be the air rocket (which doesn't take into account the height of the player) and most likely an adjustment of the Shotgun.
The X-Ray for the friends has been added. From now on, you will be able to see your teammate through the walls (they will be in green).
For the spectator mode, this effect has just been updated for easier reading.
For those who want to create some maps, we tried to make the search for static meshes easier in the editor by adding tags.
First, the static meshes are sorted by type of environment (01 for a grey metallic one, 02 for a basketball type, and 03 for a white industrial environment).
Then they are by type which can be a wall, a ground, a light...
There can also be several tags for one static mesh. For example, in Environment_02, every static mesh is categorized by type (ground, wall, deco,...) but also by color (orange, red, blue,...)
***
This update is important for us for some technical points. If you have any bugs, issues or suggestions, do not hesitate to discuss with us on discord. Feel free to invite your friends to join us, share and like on socials networks.
See you in-game, Master Arena Dev Team.
Hello everyone!
Here we are for a new update. Let's see what's new!
Before this update, when you fragged an enemy, he would drop his weapon. It is a good thing but not enough. At the end of a fight, the player who made the frag can be very low HP and be rushed by his enemy who knows it. To prevent this from happening, we decided to add some health pickups dropped by the dead player. Those health pickups add 15 health points and disappear after 10 seconds if not picked up.
This is implemented in order to have more interesting frags than classics rushes.
The first level of damage effect feedback has just been implemented. Now, when you hit an enemy, his skin takes the coloration of your weapon color type. Basically, if you hit an enemy with a rocket, his skin becomes red for a short time.
Max health is still at 150 HP but now, if you have more than 115HP, your health points will automatically decrease by 1 HP per second.
Some changes about combos. They have been tested during the last few days, it is officially released with this update.
In the past, there were two ways to do a combo:
- Fire a grenade, switch to the Sniper Rifle and hit it.
- Fire a grenade switch to FlashRifle and hit it.
The differences between those combos were the explosion radius and damages (more significant for a sniper rifle combo).
Today, you can forget this game mechanic. Reported by a lot of players, this mechanic is very hard to use in a real fight situation. So…it’s logical that we translate the combo explosion mechanic to the FlashRifle with an alt-fire. By pressing the alt-fire button when using the FlashRifle, a flashball projectile is fired. You then have to aim the projectile and press the primary fire to achieve a combo explosion! (Yes, like Unreal Tournament, our father:) ).
Demonstration:
Did you notice it? We say “Combo explosion” instead of “Combo”.
In fact, the combos with a grenade have not been abandoned but reworked to introduce two new mechanics:
- “Combo Flash”: Grenade + FlashRifle, when the FlashRifle beam hits the grenade projectile, all players near the explosion are flashed for a few seconds.
- “Combo Smoke”: Grenade + Sniper Rifle, when the Sniper bullet hits the grenade projectile, a smoke area is created for a few seconds.
Demonstration:
Those mechanics are implemented to add more tactics and unexpected events during a game (especially on Team Games) and may be subject to change.
And to finished, some weapons were balanced:
- Melee: Damages up to 6HP (previously 5HP).
- FlashRifle: Damages decreased (adaptation to new health meta).
- Sniper Rifle: Damages decreased (headshot balancing & adaptation to new health meta).
For more information, check our google doc.
That's all for today. See you soon!
Feel free to join us on :
Discord: Discord.gg
Twitter: Twitter.com
Facebook: Facebook.com
Reddit: Reddit.com
Hello community,
These past few months there were several updates.
To resume all the changes realized, here is a video.
We also completely redid Master Arena’s website. You can now get an alpha access key by clicking on the button on the home page.
That's all for today. See you soon!
Feel free to join us on :
Discord: Discord.gg
Twitter: Twitter.com
Facebook: Facebook.com
Reddit: Reddit.com
Hey everyone!
Here comes our second update. Check below to see what's new!
--- GAMEPLAY ---
--- UI ---
--- TEAM INSTAGIB GAMETYPE ---
--- FIXES ---
--- IN TEST ---
That's all for today.
Feel free to join us on :
Discord : Discord.gg
Twitter : Twitter.com
Facebook : Facebook.com
Reddit : Reddit.com
Hey everyone!
We are starting this month with our first update. Check below to see what's new!
--- GAMEPLAY ---
--- UI ---
--- ADMIN MENU ---
Pause feature added in the Admin Menu
>> When the game is unpaused, it restarts after a countdown.
--- SOUNDS ---
--- MAPS ---
That's all for today.
Feel free to join us on :
Discord : Discord.gg
Twitter : Twitter.com
Facebook : Facebook.com
Reddit : Reddit.com
Hello everyone!
A new update is available. Check below to see what's new in the game!
--- MATCHMAKING ---
In the testing phase last week, we release the first version of our matchmaking.
Basically, you just have to click on your favorite game mode and let’s go!
The matchmaking prioritizes servers quality (best ping) for you. :)
--- MOVEMENTS ---
--- GAME MODE : ARENA ROYALE UPDATE ! ---
--- MAPS ---
Isotropic is a new Arena Royale map, smaller than AK-PlayGround, it will be perfect for close combat!
--- WEAPONS ---
For more information: check our google doc
--- SERVERS ---
That's all for today.
Feel free to join us on :
Discord : Discord.gg
Twitter : Twitter.com
Facebook : Facebook.com
Reddit : Reddit.com
Hello everyone!
We are starting this month with our first update. So let's see what is going to change.
---GAMEPLAY ---
Team Announcer: Now announces Blue/Red team instead of Alpha/Omega team.
Electrogun removed from spawn default inventory.
--- WEAPONS ---
Electrogun: Ammo up to 40.
SMG: Ammo up to 50.
For more information: check our google doc
--- CONNECTION STATUS ---
Server connection failed: addition of an error feedback window (wrong password, server full, game not up to date, etc.).
--- SERVER MASTER LIST ---
Server player’s slots management: A spectator is no longer counted as an active player on the server master list.
--- CHARACTER ---
Player Physic asset collision: New collision definition to prevent some hitbox problems.
Player Color: New strategy. We replaced Alpha & Omega with Red & Blue Team.
--- SOUND DESIGN ---
Global sounds attenuation reviewed (fire/impact/explosion). Reverb added for some weapons firing sounds.
>> Correction of footsteps sounds.
--- MAPS ---
DM-Basement: the map is a bit larger
DM-Fuse: Larger doors and rooms + some collisions fixed
DM-Creuset: a wall was moved in order to improve movements
That’s all for today. See you soon :)
Feel free to join us on :
Discord : Discord.gg
Twitter : Twitter.com
Facebook : Facebook.com
Reddit : Reddit.com
Hello everyone!
It’s time for the 2nd part of this month’s update. Well, let’s get started!
— WEAPONS —
Global weapons balancing :
Two secondary fire added :
Shotgun shells bounce!
— UI CHANGES —
UI Damage Effect : Red screen intensity was adjusted. It is more present than in the last update.
Damages Popup : Works correctly now with the shotgun
— PRIVATE SERVER —
Now private servers are listed, you join them directly from the main menu.
— SERVER ADMINISTRATION UI —
How to administrate my server in-game? It’s easy:
You can kick, ban, mute players and switch server maps!
— MAPS —
We broke some wall in DM-Creuset! The map is now a bit larger, take a look here :
PROTO (maps in dev, can be removed or subjected to large structural modifications).
>>> DM-BlutArena (1v1 to 2v2)
>>> DM-Ross
>>> DM-Remaining
— OTHER CHANGES —
That’s all for today. See you soon :)
Feel free to join us on :
Discord : Discord.gg
Twitter : Twitter.com
Facebook : Facebook.com
and reddit : Reddit.com