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Geometry Arena News

v0.1.30 version update - big gameplay updates

I'm sorry that my English is not good. Here is machine translation.

[h3]Overview[/h3]
·New difficulty options and new ways to play with performance optimization!
·The difficulty curve of endless mode is redone, and the stars bonus is greatly increased.
·Multiple numerical balance adjustments.
·In the past half a month, it has been observed that each bullet of the summoner can nearly trigger the effect of elastic bullets as many as dozens of times due to the fast turning speed of bullets. As a result, the benefits of elastic bullets to the summoner are much higher than that of other roles, and in the absence of elastic bullets, the output ability of the summoner is much weaker than that of other roles. This phenomenon is unreasonable and unbalanced. Considering the influence of the optimization function of the number of bullets on the skill of the summoner, the skill of the summoner has been redone. Now the summoner has a very powerful firepower, and its dependence on elastic bombs is reduced.
·Due to the remake of the difficulty curve of infinite mode and the remake of the Summoner's skills, the existing archives that are challenging infinite mode may be affected to different degrees, which I am deeply sorry for! Thank you for your understanding and support!

[h3]Gameplay[/h3]
[difficulty options] central turret: movement speed X10% → x15%, star acquisition X125% → 120%.
[difficulty options] giant country: Star income x135% → X130%.
[difficulty options] add a long experience battlefield: start the game with Max difficulty.
[difficulty options] add super wall: when you touch the wall, you will receive one damage and five times the elasticity.
[difficulty options] add triple happiness: all boss levels will generate triple number of bosses.
[difficulty options] new geometric fusion: adjacent enemies of the same type will be fused, which can reduce CPU performance consumption and improve the joy and fluency of the game. See the description of the main menu in the game for details.
[color variation] Orange: add more bullet damage and reduce more accuracy.
[color variation] yellow green: reduce more accuracy and bullet speed.
[color variation] Turquoise: reduce more health and recoil.
[color variation] indigo: reduces more health and increases critical hit effect.
[color variation] Purple: no longer add HP, reduce more movement speed, and add more character body shape.
[color variation] magenta: reduces movement speed and increases shooting speed.
[value] the growth standard value of character's body shape: 0.10 → 0.15.
[value] crit effect growth standard value: 0.10 → 0.12.
Critical strike no longer increases the size of the bullet.
[capability] in order to avoid excessive physical detection error, the upper limit of the actual bullet speed of all bullets has been limited to 100.
[infinite mode] the star bonus is adjusted from + 5% per 4 passes to + 2% per 1 pass.
[endless mode] it's easier to adjust the difficulty curve than the old version, which shows that it's easier before layer 40 and more difficult after layer 40.
[infinite mode] in infinite mode, the enemy's movement speed no longer grows.
[role] Summoner: bullet speed x30% → X100%, accuracy - 100% → no longer reduced.
[character] Summoner skill redo: the bullet turning speed is proportional to the accuracy. And with the increase of accuracy, the summoner will get a large number of critical hit chance and firing speed bonus. (follow up)
[character] close quarters bullet screen defense should be the exclusive feature of magicians. Therefore, the smart bullet effect of the summoner is removed, and the character feature of the summoner is repositioned as a random attack character that pays attention to dodge and has strong firepower.

[h3]Others[/h3]
The fragment dropping algorithm is optimized from pure random to pseudo random.

[h3]Known problems[/h3]
The game duration in the endless Mode Leaderboard is wrong, sometimes it only counts the duration of the last few layers.
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended to enable the optimization function of the number of bullets!
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.

[h3]Notice[/h3]
[leaderboard] UI prompt of leaderboard settlement interface, upload data failure detection, page turning function, view your own leaderboard and other functions will be made in two days.
Plan to update the daily challenge feature!
More new battlefield props that can turn the situation, and will improve the animation, UI display and sound effect of battlefield props.
Prepare to optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. Use multithreading to optimize all parts of the game. (expected to take 4-8 weeks)
More knockback related upgrades and special effect legend upgrades.
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
Please refer to group announcement for specific EA stage development plan arrangement!

v0.1.28 version update - new optimization again!

I'm sorry that my English is not good. Here is machine translation.

[h3]Optimization[/h3]
Add the optimization function of the number of bullets, greatly improve the fluency of the later game! Please refer to the description of mouse prompt box in the setting interface for details.

[h3]Interface[/h3]
In the setting interface, add the option to optimize the number of bullets, which is on by default.

[h3]Others[/h3]
The data type of damage value has been changed from float to double to prevent data overflow.

[h3]Known problems[/h3]
The game duration in the endless Mode Leaderboard is wrong, sometimes it only counts the duration of the last few layers.
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended to enable the optimization function of the number of bullets!
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.

[h3]Notice[/h3]
[optimization] the next version (tonight or tomorrow) will have an optimization update specifically for the enemy. At that time, it can greatly improve the smoothness of the game again. Please look forward to it~
[leaderboard] UI prompt of leaderboard settlement interface, upload data failure detection, page turning function, view your own leaderboard and other functions will be made in two days.
Plan to update the daily challenge feature! ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
The animation, UI display and sound effect of battlefield props are in urgent production.
Prepare to optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. Use multithreading to optimize all parts of the game. (expected to take 4-8 weeks)
More special effects legends upgrade.
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
Please refer to group announcement for specific EA stage development plan arrangement!

v0.1.26 version update - Leaderboard comes!

At present, only the top 10 scores of infinite mode are displayed, and more relevant contents will be updated in the future.

Come on !


v0.1.25 version update - new optimization technology comes!

I'm sorry that my English is not good. Here is machine translation.

[h3]Optimization[/h3]
The game has installed the dynamic frame rate adjustment function (experimental version), you can view the details in the setting options.

[h3]Gameplay[/h3]
Callback missile props for a short time and high frequency, and limit the maximum missile launch volume of missile props to avoid jamming (more abundant battlefield props will be added in subsequent versions).

[h3]Interface[/h3]
Because the vertical synchronization function is almost invalid in this game, the vertical synchronization setting is no longer opened in the setting options, and the game vertical synchronization is turned off by default.
Add the frame rate display option in the setting option, which is off by default.
Add network function option in the setting option, which is on by default.
Add the dynamic frame rate adjustment option in the setting option, which is off by default.
Added mouse prompt box description for some setting options.

[h3]Others[/h3]
It strengthens the stability of the archive system and avoids the archive exception caused by the unexpected truncation of the main thread. (small partners who have previously archived exceptions in older versions can still find me to fix them.)

[h3]Known problems[/h3]
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur, which is being gradually optimized.
Due to the physical logic redone of the bullet, it will penetrate the wall and the enemy if the bullet speed is too high.

[h3]Notice[/h3]
These days will update leaderboard related functions! ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
If it goes well, update the daily challenge function! ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
The animation, UI display and sound effect of battlefield props are in urgent production.
Prepare to optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. Use multithreading to optimize all parts of the game. (expected to take 4-8 weeks)
More special effects legends upgrade.
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
Please refer to the group announcement for specific EA stage development plan arrangement!

v0.1.23 version update - Balance adjustment again, roles strengthened.

I'm sorry that my English is not good. Here is machine translation.

[h3]Overview[/h3]
The longest text balance update since the game was born, I can't believe that this update was completed overnight!
Adjust the numerical balance of character, enemy and difficulty. Gunner skills have been greatly improved. Due to the endless mode revision, the checkpoint time becomes a parameter to be paid attention to, and it is not recommended to increase the difficulty too fast.

[h3]Gameplay[/h3]
[character] Soldier: Bullet damage x 150% → x 180%. (may continue to strengthen in the future)
[character] Sniper: movement speed x150% → x200%.
[character] Magician: bullet speed x 50% → x 30%.
[character] double Shooter: Bullet damage x 50% → x 100%, bullet range x 80% → x 60%. (may continue to adjust later)
[character] generalist: shooting speed x 70% → x 100%.
[role] shotgun: Bullet range x 36% → x 45%. (the characteristics are not distinct, continue to observe)
[character] gunner skill enhancement: after killing the enemy, the bullet gains additional damage gain (cumulative multiplication), and increases the volume expansion multiple, and wins the throne. (continue to observe and may change later)
[enemy] hollow block movement speed x210% → x270%, HP x100% → x50%, body size x50% → 200%.
[enemy] solid box movement speed x120% → x150%.
[enemy] single ring movement speed: x80% → x180%, body size: x100% → x150%, HP: x100% → x50%.
[enemy] triangle boss Pyramid: the attack mode is changed from launching three pyramids at a time to launching one pyramid at a time. The shooting speed is x66% → x270%.
[enemy] eight circles of round boss: shooting speed x1200% → x1500%
[enemy] round super boss four layer sandwich doughnut: movement speed x72% → x90%.
[enemy] square boss aircraft carrier block: movement speed x120% → x150%.
[enemy] basic HP of all enemies: 10 → 12.
[enemy] all Boss enemies' HP increased by 20%.
[battlefield props] the tracking missile props have increased in duration and decreased in missile launches per second (more specific instructions will be provided in the props guide in the future).
[endless mode] each difficulty step of endless mode: level time + 12% → + 18%.
[endless mode] the new mechanism of endless mode: every 20 layers passed, the number of boss + 1 (hint: the number of pieces dropped by boss is ten times that of ordinary enemies, which means the difficulty is increased and more pieces are dropped at the same time).
[difficulty level] generally improves the level time of each high difficulty level. For example, Max: gate time x45% → x60%.
[difficulty options] fierce attack: level time x 50% → x 25%, star gain x 110% → x 130%.
[difficulty options] extreme survival: Star gain x140% → x160%.
[difficulty options] simple mode: Star gain x45% → X50%, enemy HP X70% → X80%, enemy movement speed x70% → x80%.
[shards] elite enemy shards drop rate: x120% → x100%.
[upgrade] quality of thorns: Legend → epic. The effect does not change.

[h3]Interface[/h3]
It provides a scrolling function for updating the log. You can scroll up and down the text through the mouse wheel or click and drag.
Icons are installed for difficulty options.

[h3]Special effects[/h3]
When the player's character dies, add cool animation of death combo effect (test version).

[h3]Known problems[/h3]
When the number of bullets or enemies on the same screen reaches hundreds, frame dropping will still occur, which is being gradually optimized.
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.
In some cases, the soldier's shield may be penetrated by the enemy (increasing the frequency of physical detection can't be solved. I'm really trying to find a way to repair it!)

[h3]Notice[/h3]
These days will update leaderboard related functions! ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
The animation, UI display and sound effect of battlefield props are in urgent production.
The damage figure display effect will be optimized.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. Use multithreading to optimize all parts of the game. (expected to take 4-8 weeks)
More special effects legends upgrade.
The UI prompt information will be completed. Will improve the settlement interface (tips for proficiency upgrade, etc.).