Hello everyone! Welcome to the 237th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, RobustTitan worked on the basic mining ship players will be able to borrow at the tutorial station, while Idyllic worked on a concept for an end-of-round recap screen. RobustTitan has returned to work on building, this time focusing on a series of Mining ships. Starting with the lightest bare-bones model available to borrow from the stationmaster when learning the ropes of spaceflight and mining. He has also begun work on a larger mining ship from the same corporation: Based on some cool concept art: In between patching Capital bugs, rigging ships, and , Idyllic put together a concept for an end-of-round recap screen, that will show up after every gamemode to show you your progress and achievements from that round. It lists kills, deaths, and progress on the round objective, like holding the hill or scoring points in gatecrash. It also shows you how many credits you've earned, and the experience you've gained, so you can better track your progress through the game. We're still compiling the list of awards we want to be able to track, but some of the basic ones include ace for high numbers of player kills, flawless for rounds you don't die, and special ones for scoring points in different gamemodes. If you have any ideas, be sure to post them in #suggestions. The community dogfight continued again this week, with members of the community coming together to blast each other out of the sky. Here are a selection of screenshots from the event - send in your own if you have them. Join us next week at 1pm and 8pm EST and earn double credits for the duration. This week in the dogfight there were 1168 kills, 302 with auto, 82 with beam, 129 with laser, 46 with plasma, 55 with railgun, and 554 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 405 kills, followed by the Excalibur with 284. The most dangerous map was The_Great_Hollow with 498 deaths, followed by Pillarum with 382. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 446 kills and 27 deaths and a 16.51 KDR; pigyyyyy345 with 433 kills, 32 deaths and a 13.53 KDR; and tygrys202 with 111 kills, 34 deaths, and a 3.26 KDR. They have unlocked the exclusive ship Nihilos Errata in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 81) Calexian Community Challenge Before the end of cycle 12, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. We've caught up to the pace of outpost turret kills for how far through the events we are. Fighter kills have finally surpassed the single-week pace to hit the target. The challenges are: Destroy 5,000 Outpost Turrets, and Destroy 2,500 Fighters. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Can ships have headlights? A1: Yep. We have a bit of code and some keybinds set up, just a few tweaks and we'll be able to enable them. If you'd like lights on your ship, feel free to let us know. Q2: Will all torpedoes fire from turrets? A2: Not all missile turrets will fire from a turret mount - the one with horizontal and vertical articulated elements. VLS missiles are fixed, while we're working on a single fixed torpedo mount too. There should be a good variety eventually. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 236th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week we've continued testing Phase 2, patching a variety of bugs that were ruining gameplay, as well as added a few new features to improve the experience. First up is a problem we had with projectile randomly arcing in the wrong direction when fired, then continuing on in the direction they were supposed to. Our initial guess as to the source of this problem was a problem with velocity being conserved between shots, which turned out to be correct. With the arc solved by setting velocity to zero every time a shot is fired, the next problem materialized - Conventional shots were not visually hitting where the raycast actually said they were. This problem turned out to be a problem with the velocity of shots - the projectile was moving significantly faster than the raycast thought it should be. Testing this out involved attaching the camera to a bolt, which was kinda neat. The speed was fixed, and also increased so it felt like it had more oomph. Might be useful somewhere down the line when we have a single-shot sniper you want to track for long distances. Next patch was a fix for the Recharge Shield mechanics, which were spamming events every frame, instead of triggering once and waiting until needed again. This has been fixed. A neat feature we quickly added after testing was team-specific skins for Bolitho in Capital TDM. Now there will be no question which team you're on when firing blindly through clouds of flak debris and the explosions of Capital ships all around you. In the same vein, gatecrash rings are now colored on radar, to help players figure out which direction they need to be heading during the gamemode, provided they can remember which team they are on. This update is live in the Dogfight now. And for the huge list of bugs patched that don't make for good pictures:
And a change that wasn't a bug, and also isn't great for pictures:
The community dogfight continued again this week, with members of the community coming together to blast each other out of the sky. Here are a selection of screenshots from the event - send in your own if you have them. Join us next week at 1pm and 8pm EST and earn double credits for the duration. This week in the dogfight there were 488 kills, 22 with auto, 0 with beam, 237 with laser, 11 with plasma, 13 with railgun, and 205 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 202 kills, followed by the Gladius with 171. The most dangerous map was The_Great_Hollow with 206 deaths, followed by Pillarum with 204. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 244 kills and 31 deaths and a 7.87 KDR; PreadaterX51 with 222 kills, 53 deaths and a 4.18 KDR; and tygrys202 with 26 kills, 17 deaths, and a 1.52 KDR. They have unlocked the exclusive ship Nihilos Errata in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 80) Calexian Community Challenge Before the end of cycle 12, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. We've fallen a little behind pace in the Outpost Turret category, not quite hitting the 3/7ths target this week. We'll need to pump those numbers up if we're to complete the challenge. Fighter kills is right off. The challenges are: Destroy 5,000 Outpost Turrets, and Destroy 2,500 Fighters. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Why is there such a significant drop off in speed between Light and Medium fighters? A1: The balance of stats between each of the fighter classes is a delicate balance between each of the 5 categories. Speed and agility see a sharp falloff, while armor and shields increase drastically in compensation. Light fighters are meant to be the quickest, most agile ships around, but made of tissue paper in a fight. Q2: Will fighters have horns? A2: Like the beep beep kind, or the mooooo kind? Probably not. Ships will likely just bounce off each other when they get in the way, rather than using a horn. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 235th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week was all about testing. All the features we're going to have in the Capital Update have been added, now it is time to see how well it works, and patch the holes that aren't ready for public release just yet. The Capital TDM gamemode was handled pretty well, but there are a few things we're going to have to tweak to get it ready. Friendly fire appears to be enabled, which makes it very easy to kill your own teammates, and it is far too easy to get stuck on small bits of debris floating around, locking you in place. We'll add a little bounce to get you out of those situations. Enjoy a sequence of images from the initial testing of the Capital TDM gamemode. Spawning works, which is an important step of the process. A bit of variation may be required, to prevent ships from spawning inside of allies and getting stuck. Automated flak proved to be a very dangerous weapon in Capital v Capital combat. Shields work great! No more not knowing how much damage you're taking or how regenerating is going along. And we may have a small bug when ship wrecks hang around, two people can get credit for a kill. We'll be refining this when we code a system to share credit for kills in the near future. There also remains a few bugs related to the turret weight class menus that are being patched, but we're looking at opening up testing to a select part of the community this coming week. Stay tuned! The community dogfight continued again this week, with members of the community coming together to blast each other out of the sky. Here are a selection of screenshots from the event - send in your own if you have them. Join us next week at 1pm and 8pm EST and earn double credits for the duration. This week in the dogfight there were 673 kills, 20 with auto, 106 with beam, 30 with laser, 15 with plasma, 9 with railgun, and 493 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 324 kills, followed by the Attarus with 147. The most dangerous map was Pillarum with 334 deaths, followed by Blue_Spaceway with 269. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 386 kills and 10 deaths and a 38.6 KDR; ManikuCalex with 187 kills, 12 deaths and a 15.58 KDR; and tygrys202 with 75 kills, 18 deaths, and a 4.16 KDR. They have unlocked the exclusive ship Nihilos Errata in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 79) Calexian Community Challenge Before the end of cycle 12, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. Destroying Outpost Turrets is going exceptionally well, with a count of 673 this week, bringing us up to 1627. The challenges are: Destroy 5,000 Outpost Turrets, and Destroy 2,500 Fighters. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Do the outposts in the Outpost Strike gamemode randomly generate each round? A1: Yes they do! We've had an outpost generation system for quite some time now, so when it came time for a PVE activity, it was the perfect choice. Each module of the outpost has specific connection points that can get a new module added on over a few loops, while it does collision checking with itself to prevent overlap. It also takes into consideration the number of people in the server, generating more modules if there are more players participating in the gamemode. This unfortunately led to some problems when there were too many people, that led to very-frozen 200 turret outposts, but we've taken care of that. Q2: Will gas giants be a separate server, or just in space? A2: After a lovely conversation in the discord community, some more details about gas giant planets have been hashed out. Early in freeroam, gas planets will only be orbs in the star system servers, like all planets, but once the planetary update gets rolling we'll definitely have gas giants be a unique and different location to place bases and colony cities, and collect rare and exotic gasses from a dangerous and foggy atmosphere. Q3: Will planets move? A3: No. Q4: Will there be a lot of variety and interesting stuff in each star system, or will it be a giant empty void? A4: We're going to try our best to make systems as interesting as possible. To that end, we've been developing a variety of asteroid layouts and biomes, points of interest from planets to nebulae to debris, and we plan on keeping things high-density with a chunk loading system that lets us have thousands of parts in a place, without killing everyone's computers in the process. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 234th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has continued to patch up the last few bits of code related to the Capital Update, added a new event-ship filter, and has teamed up with Maximus to build a RoVerse Ship Hangar! First up is the new filter for event ships. No longer will you have to scroll through the New or All filters looking for a new event ship you've unlocked - now they're all saved in one easy-to-access filter. This filter is in the same group as defaults and faction ships, and selecting one of the three will deselect the other filters, because there is no overlap between the three groups. If you have any suggestions for other filters, let us know. A new faction ship has been added to the game: Sugi Advanced Technolgies Ezeru VSa1-1_Kazan, an Akatanan ship. A new cycle has begun, and that means a new exclusive reward ship. This cycle's exclusive reward is the Nihilos Errata - built on the same spaceframe as the Asterus, but with a closed-wing system that loses a bit of agility, in exchange for speed. Maximus and Idyllic are hard at work building a Hangar where every ship currently included in the RoVerse Dogfight can be viewed in-person and at full scale. Admire the slender Iridium, or the hulking Constantine, visit the blisteringly quick Dervish, or the dangerous Sentinel. The hangar is still in-progress, but we hope to have it open in the near future. The community dogfight continued again this week, with members of the community coming together to blast each other out of the sky. Here are a selection of screenshots from the event - send in your own if you have them. Join us next week at 1pm and 8pm EST and earn double credits for the duration. This week in the dogfight there were 1001 kills, 222 with auto, 10 with beam, 67 with laser, 73 with plasma, 28 with railgun, and 601 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 847 kills, followed by the Chariot with 128. The most dangerous map was Blue_Spaceway with 435 deaths, followed by The_Great_Hollow with 362. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 788 kills and 39 deaths and a 20.2 KDR; devOmegax with 129 kills, 17 deaths and a 7.58 KDR; and IdyllicDestroyer with 64 kills, 15 deaths, and a 4.26 KDR. They have unlocked the exclusive ship Nihilos Errata in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 78) Calexian Community Challenge Before the end of cycle 12, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. This first week, we've done an excellent job destroying Outpost Turrets, with a count of 954 - however, fighter kills were quite short of the mark at 47, and we'll need to make up those kills if we are to hit the mark by the end of the cycle. The challenges are: Destroy 5,000 Outpost Turrets, and Destroy 2,500 Fighters. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Fighters will have cargo holds, right? What can go in them? A1: Fighter class ships will indeed have cargo space, though it will be pretty limited with such small craft. Most likely it'd be used for consumables and munitions, rather than carrying ore or other goods. No fighters will ever be large enough to hold another fighter - that ability is limited to small capitals, and carrier class ships. They may be large enough to hold a small planetary vehicle, but that will have to be determined in the future. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 233nd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, ship shields expanded to cover a limited selection of fighters, and loadout saving is well on its way to complete. Also, the Calexian Community Challenge and the next Cycle also begin this coming week. Lets get started! Last week we showed the Bolitho energy shields taking damage - this week that effect has been applied to fighters as well. Of course, with there being over 100 fighters, meshing the shields for each will take an extensive amount of time, but we started with the most-used default ships, like Iridium. It's an easy enough process for symmetrical ships, to cover them in a low-poly mesh slightly larger than the ship itself, however Idyllic does not look forward to the more amorphous and asymmetrical models. It will be an arduous process, but we'll spread it out over a longer period of time so no one gets burnt out. The effect uses the same system as the Capital ships do, which includes replication of the effect to all other ships. It also includes a recharging animation, which helps a pilot know when their shields are coming back online. There was a bit more code needed to get shields working on fighters - the Capital shields just used a maximum value when determining the percentage of shield left to recharge, however with fighters and their wide variety of shield health, that number had to be read directly. The second important feature worked on this week was ship loadout saving. With the press of a single button, you'll be able to save and recall different ships and their weapon setups for quick deployment into whichever gamemode comes your way. Now there will be no more extensive delay as you quickly try to add torpedoes to your ship when an outpost strike gamemode pops up. Quite a bit of effort went into making these quick buttons work, as they were bypassing quite a bit of the code that runs when you edit each turret and ship individually. Two different attempts were made, with one going completely off the rails and breaking most of the ship menu code, and the second finally working as intended. Next on the list was adding descriptions of the loadouts to the menu, so that you can see at a glance which loadout has which weapons, and which ship they are mounted on. And the last code to be worked out, was making the quick loadout buttons work across ships. Jump right from your reliable laser-studded Excalibur into a top-of-the-line beam-covered Iridium at the press of a button! The Calexian Community Challenge has begun! Before the end of cycle 12, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. The challenges are: Destroy 5,000 Outpost Turrets, and Destroy 2,500 Fighters. The community dogfight continued again this week, with members of the community coming together to blast each other out of the sky. Here are a selection of screenshots from the event - send in your own if you have them. Join us next week at 1pm and 8pm EST and earn double credits for the duration. This week in the dogfight there were 157 kills, 58 with auto, 0 with beam, 94 with laser, 5 with plasma, 0 with railgun, and 0 with torpedo. The most dangerous ship was the Iridium with 56 kills, followed by the Asterus with 51. The most dangerous map was The_Great_Hollow with 149 deaths, followed by Pillarum with 46. And now, the moment you've been waiting for... The three players that topped the leaderboard were PreadaterX51, with 65 kills and 31 deaths and a 2.09 KDR; IdyllicDestroyer with 53 kills, 32 deaths and a 1.65 KDR; and ManikuCalex with 12 kills, 3 deaths, and a 4 KDR. They have unlocked the exclusive ship Nihilos Asterus in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 77) Now, for the overall cycle stats! The Great Hollow was the most dangerous map, with 911 kills, followed by Pillarum with 527, and Blue Spaceway with 491. The top ship was the Excalibur, with 231 kills, followed by the EHAs7-_Sensha with 282, and the Evoker with 237. The top weapon was the Torpedo, with 732 kills, followed by Laser with 719, and Auto with 231. Beam marked up to 152, Railgun with 87, and Plasma with 67. Overall, 36 pilots participated this cycle and earned at least one kill, while 70 players died at least once. The lowest KDR belongs to The_CultVault with a .02 KDR. The dogfight has seen 6,699 visits, with an 82% approval rating (141-30) and 342 favorites. This cycle there were 1,988 kills total. Topping off this cycle's leaderboard was FangABXY, with 543 kills, 82 deaths, and a 6.62 KDR. He was followed by PreadaterX51 with 390 kills, 157 deaths, and a 2.48 KDR, and devOmegax with 260 kills, 79 Deaths, and 3.29 KDR. These three pilots have unlocked the exclusive Golden Asterus Skin, coming soon to a dogfight near you. If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Championship Series 11) And as we do every cycle, here are the cumulative weapon usage stats, and some stats for the Outpost. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: What do levels do? A1: We added a level/xp system a long time ago, and you can see it pop up every once in a while in-game. However, we didn't really have the content necessary to lock stuff behind levels - heavier ship classes were gated by cost already, xp would just be a double barrier to the bigger stuff. However, soon we will have a wider variety of content, some of which we can definitely put behind unlocks - stuff like ship skins that require a high level to unlock, or some of the more fancy weapon types. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! |
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |