1. Geometry Arena 2
  2. News

Geometry Arena 2 News

Dev Log 20241006 - About v0.5.0

This dev log is written in Chinese. Apologies for any inconvenience!

距离上次更新过去已有两个半月的时间,抱歉让各位玩家久等了!先汇报一下这段时间的主要开发思路。

之前原计划在下个版本(v0.4.5)里改动游戏的难度系统,并在v0.5.0版本里开发新的局外养成系统(可能叫宠物/符文/装备等等)。但随着设计的推进,我发现难度系统中可能需要融入一些与新的局外养成系统有关的奖励回馈。于是,这段时间里,我一方面在犹豫不决,是先做难度还是先做局外养成。另一方面,又在探索,新局外养成系统的具体方案。

自从去年构思新系统以来,我陆续设计了多种的不同方案,并且每隔一两个月就又有新的感悟、新的方案。例如,有的方案是即时合成、有的方案是等待孵化,有的方案只能携带一个宠物上场、而有的方案允许携带多个,有的方案有深度但操作比较繁琐、而有的方案比较轻量化。这些方案各有优缺点,很难抉择。

一开始,我想要搞一套在各方面尽善尽美的方案,在继承前作符文系统的优点的同时,规避掉一些弊端。但这样的愿景使得我对每套方案都不那么满意,便迟迟未能做出决定。像“有深度就一定会让操作变繁琐”这样的矛盾,处处存在。而后,我逐渐明晰了新的设计原则:操作轻松、效果独特、养成有趣,并且挑选了一个做适合这套原则的方案。此外,关于难度选项,其应当是需要影响一下新的局外养成系统的,所以将在新系统开发到一定阶段后再执行大改计划。

这个新的局外养成系统将是游戏至今最大的更新之一,也会需要大量谨慎的测试与观察,所以此次测试流程会比较长,也会拆分成多次小更新来逐步完善。期间甚至可能经历大幅度的内容增删甚至推翻重制。

新系统叫做什么名字我暂时没决定好,但目前可以先简单介绍一下它:每个个体由属性与技能组成,属性与技能互相影响着。提供各种技能效果便是其主要功能与作用,技能可能是增强其自身,也可能是增加玩家或削弱敌人。通过融合,可以提升属性,扩展与改变技能。

目前我正在着手开发v0.5.0的第一个测试版本,此版本主要为搭建好新系统的框架并开放一部分内容。届时会像往常一样推上测试分支并发布公告。

新系统,新是新了,但好不好玩肯定还得是玩家们测试之后说了算。届时,初版如果能让大家满意就继续填充内容,否则就及时做出适当改动。因此不排除新系统在测试期间大改、重置相关数据甚至回炉重制的可能性。

敬请期待!

v0.4.4 Update

[h2]Update Log[/h2]

Extended invincibility frames after colliding with enemies to 0.1 seconds.
Fixed a bug where traps did not trigger invincibility frames.
Reduced unlock requirements for all initial upgrades to 3 times, removing tier distinctions.
Added 18 new upgrades: Cleave, Dynamic Aim, Vital Strike, Endurance Training, Long Barrel, Wanderer, Burst Fire, Flak Cannon, Steady Shot, Safe Battery, Total Defense, Multiple Strike, Heavy Firepower, Mine Expert, Grenade Launcher, Grenade Expert, Mega Grenade, Support Blast.
Modified effects of 1 upgrade: Sacrifice.
Modified preconditions of 4 upgrades: Double-edged Sword, Reflex Escape, Intense Tracking, Vulnerable Body.


[h2]Recent Development Plan[/h2]

Previews for the upcoming updates:
v0.4.5: To rework the difficulty system.
v0.5.0: A new progression system.

Each change will require extensive testing and feedback. Feel free to share your thoughts on the new versions, and I will promptly make necessary evaluations and adjustments.


[h2]Community[/h2]

Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord

v0.4.3a Urgent Small Update

After the last update, level progress has been too slow in some situations, especially when bosses summon too many minions. To avoid negative experiences, I have made urgent adjustments to the relevant mechanics.

Increased the threshold for the number of enemies that trigger level progress slowdown.
Significantly reduced the impact of the Minion Spawn parameter on boss summoning ability.
When there are too many minions alive, the boss summoning ability will also be temporarily weakened.
Adjusted the growth formula for Level Duration parameter: +1 per layer, maximum +30 → +0.5 per layer, maximum +15.
Boss speed no longer affects its summoning ability.

v0.4.3 Update

[h2]Update Log[/h2]

Now, every time upgrades reroll, there will be at least one stats upgrade.
When there are few enemies alive, level progress and enemy generation will temporarily speed up.
When there are many enemies alive, level progress and enemy generation will temporarily slow down.
Increased level progress push from destroying minions.
Expanded the framework for upgrade preconditions: some upgrades now require stats as preconditions, and some upgrades may have two preconditions. Please check the library for details.
Lowered the value assessment of shields in numerical design, with some shield-related upgrades providing better effects.
Reduced the value of each unit of the HP Lock stat: -10% → -5%.
Enhanced effects of 9 upgrades: Shieldism, Rage, Shield Boost, Duality, Glass Cannon, Auto Launcher, Shield Generator, Afterblast, Geocraft.
Modified effects of 4 upgrades: Adrenaline, Vulnerable Body, Urgent Delivery, Overload Charge.
Modified the preconditions for 60 upgrades, making most upgrades easier to appear when players need them and reducing the difficulty of obtaining some powerful upgrades.
Adjusted the unlock requirements for some initial upgrades. Improved some UI and text details.


[h2]Recent Development Plan[/h2]

After two versions of content adjustments and experience improvements, you might be looking forward to new contents.
I'm on it! The next version is expected to be released in about two weeks!

Here are the previews for the upcoming updates:
v0.4.4: To add or modify many upgrades.
v0.4.5: To rework the difficulty system.
v0.5.0: A new progression system.

Each change will require extensive testing and feedback. Feel free to share your thoughts on the new versions, and I will promptly make necessary evaluations and adjustments.


[h2]Community[/h2]

Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord

v0.4.2 Update

[h2]Update Log[/h2]

Fixed several minor bugs.
Improved scrolling experience in the loadouts interface.
Added and modified some icons.
Renamed the stat Reroll Times to Rerolls Gain. Changed its value display from a percentage to a flat value. Polished its description.
Removed the supply-type upgrade: Reroll Chances.
Reduced the Reroll Gain boost from every 1 luck: +5% → 3%.
Reduced rerolls cost per banish: 3 → 2.
Skipping upgrades will now refund some rerolls, the amount depending on Rerolls Gain.
Improved the layout and related text descriptions in the upgrade interface.
Enhanced effects of 4 upgrades: Amulet, Crit Master, Lucky Barrage, Wheel of Fortune.
Modified effects of 3 upgrades: Favour, Keeper, Flashback.
Modified preconditions of 5 upgrades: Lucky Star, Extra Barrage, Extra Mine, Extra Grenades, Extra Charge.


[h2]Recent Development Plan[/h2]

Since Geometry Arena 2 entered early access, I've received a lot of valuable feedback and suggestions from players. One significant issue is that some of the game's mechanics are quite obscure or hardcore, making it difficult for new players to get into the game and delaying the enjoyment.
Over the past serveral months, I've been focusing on these issues, designing and comparing various solutions. I now have a series of plans that need to be implemented and tested. The game will undergo multiple consecutive updates, bringing significant changes to many existing systems.

This version serves as a foundation, modifying the mechanic details related to the Rerolls and Luck. Here are the previews for the upcoming updates:
v0.4.3: To rework the precondition/subsequent framework of upgrades, with some adjustments to upgrade effects. This will ensure that more upgrades appear when players need them.
v0.4.4: Based on the new framework, many upgrades will be added or modified.
v0.4.5: To rework the difficulty options system.
v0.4.x: To be determined. There might be changes to mastery and module system, which could be postponed to future versions.
v0.5.0: A new progression system.

Each change will require extensive testing and feedback. Feel free to share your thoughts on the new versions, and I will promptly make necessary evaluations and adjustments.


[h2]Community[/h2]

Your suggestions and feedback are quite valuable to me.
Please feel free to share them via Steam or Discord.
I'd love to hear from you!
Geometry Arena 2 Discord