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ChangeLogs April 2018

Hello everyone!

We are back after a long time of silence with the introduction of a large update for the game. Without further delay, here’s the changelog :

— NEW MOVEMENTS MECHANIC —

  • Added bounce ability: if jump button is pressed before landing, the player will bounce off the wall when touching it (this consumes boost gauge);
  • Super jump boost: You can now use the “Super Jump” ability at any time, but the jump boost depends on the gauge state;
  • Wall-dodge + boost: After a wall-dodge, you can press the jump button in order to use the boost ability;
  • Wall-dodges: Reload 10% of the boost gauge.

Movements are still a work in progress. Some values and codes will be adjusted. Please, take this into consideration.

 

— NEW AUDIO ENGINE: WWISE —

All SFX sounds have been re-integrated into Wwise.

SFX sounds include :

  • Weapons sounds : Fire / Reload / Switch
  • Bullet and beams : Propagation / Impact
  • Player Movements : Footsteps / Jumps / Wall-dodge
  • Pickups : Heal / Weapons / Carnage
  • etc…

A lot of filters/attenuations and sounds volumes are still in need of adjustments.

 

— BOTS —

Some fixes about stuck issues.

 

— WEAPONS DAMAGES —

Adjustment of the damages for the following weapons :

  • Electrogun
  • Plasma
  • SMG
  • ShotGun
  • Grenade Launcher
  • Rocket Launcher
  • FlashRifle
  • Sniper

More information about the adjustments available here: https://goo.gl/vQHoqP

 

— MAIN MENU —

  • Modification of the disposition of the information in the Main Menu

Main Menu Modification

  • Menu animations added
  • New color picker

PickerColorModif

  • Addition of :
    • an invert wall-dodge input logic button;
    • a hit sounds slider;
    • a test sound button for SFX, Announcer and Hit Sounds;
    • a limit max of the FPS to 145.

 

— CROSSHAIR MENU —

  • The last crosshair selected during the previous configuration is now preselected (in red) when a weapon is selected;
  • Unique crosshair setting added.

 

— PLAYER COLORIZATION —

  • 3 configurations available :
    – Your main color settings: visible by all the other players on DeathMatch;
    – Enemies colors;
    – Friends colors.
  • Ability to force the colors settings for DeathMatch game type.

 

— HUD —

More settings added :

  • Draw speed value ;
  • Draw virtual keyboard ;
  • Draw Ping and packet loss.

Of course, you can set it on/off as you want from the menu.

 

— PLAYER STATS – GLOBAL RANKING & ACHIEVEMENTS —

  • A new design of the player’s stats UI at the end of the game;
  • Players stats with global ranking added in the Main Menu;
  • 13 Steam achievements available.

Stats, achievement, and rank can be reset at any time!

 

— “PRE-PRE-PRE-EARLY-WORK-IN-PROGRESS” IN GAME EDITOR AVAILABLE! —

We are publishing this feature in order to test it outside of our circle of developers.

Our wish is to build an easy-to-use level editor without limiting your options for the level design. It is the reason why in this first version, there are modular meshes that you will need to put in place one by one.
According to your feedback, we could develop/shift toward a system with prefabricated components.

Do not hesitate to send us your maps (from the forum), we will add them to a server dedicated to your creations.


That’s all for today. If you don’t have access to the game, the team encourage you to join us on facebook/twitter and to follow the instructions 🙂

Stay tuned!

Giveaway IndieDB

Hello !

We launched our giveaway today on IndieDB >> indiedb.com/giveaways/master-arena-alpha-giveaway

Don’t hesitate to join us on Discord :

Link to join us on Discord

Stay tuned 🙂

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Kickstarter !

Hello everyone !

It is with pleasure that the development team informs you that we just launched our Kickstarter Campaign.

Thank you in advance to those who will support us here :

Link to our Kickstarter Campaign

 

Feel free to comment and share.
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Until next time…

Greenlight Us !

Hello everyone !

It’s time for us to publish on Steam Greenlight !
Feel free to vote now for us 🙂
The link is here !

Thanks for your help !

 

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Welcome to Master Arena

The Master Arena Team is excited to introduce its Arena FPS : Master Arena!

Master Arena is an Arena FPS project born mid-2013.
The objective was simple, create a NEW ARENA FPS CONCEPT, a game which respects the Arena identity and adds new gameplay features…

Dev. Team :

Without further delay, here is the composition of the full team of Master Arena :

Jérémy Copé

Virginie Gosset William Lechat Gabriel Tomczak

Albert Adeikalam La Grande Table Production Florian Desnoyers

Alpha Bot :

Finally, Alpha Bot should be presented! Alpha Bot is currently the unique character in the game.
You might see it in some demonstration videos but notice that this “Alpha Botwill not be in the final release of the game.
For some artistical and technical reasons, it will be replaced soon !
Well, Alpha Bot is here:AlphaBot : Master Arena's Robot
Alpha Bot is the first character concept, having been created more than 2 years ago!


Meanwhile, do not miss a news! You can follow us on social networks:

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See you next week !

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