Hello everyone! Welcome to the 215th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic and Galbotrix collaborated on building the larger tiers of Capital turrets, focusing this week on the VLS missile variants. Idyllic worked on Capital turrets, finishing up and breaking some code relating to barrel alternating, and devomega worked on the freeroam bounty system. Starting off with a minor remodel to the original VLS missile silos, this week we've finalized the light and medium turret variants. Now they have bevels! The new turret is the Medium VLS Missile turret, that launches larger, more destructive missiles. The concept of the medium variants is that they do the damage of 4 light turrets, but with an equal number of weapon firing calls as each light variant would. So instead of 112 turrets on an XXXL, it is simplified down to a more managable 20 mounts, but with the same destructive power those 112 turrets would have done. Here is the medium variant situated on a Large Capital, in an admittedly odd location. While the ship wasn't designed for larger turret mounts, it can have a mix of light and medium turrets. We've also worked on a rough iteration of the Heavy VLS Missile Turret, with the same 8 tubes, but a much more impactful missile barrage. Instead of 32 light turrets spread across this example ship's hull in groups of 3, each group could be combined together into one heavier-tier turret. The two of them have turned into a pretty effective team - Idyllic is great at low-res iterations and creative ideas, while Galb specializes in detailing and polish, making the finished product the best of both worlds - a unique and creative model, that is finely detailed and ready for action. This week, Idyllic continued his work on Capital turrets, making sure that we had the best system in place for barrel alternating on Capitals. Now that turrets can have more than one barrel, it's important that we get bullets coming out of both of them. Unfortunately, he ran into a slight problem with their performance - the primary barrel works perfectly fine, but the secondary barrel shoots the conventional projectile off at a strange angle. After a bit of sleuthing, he has narrowed the problem down to the aim code, likely causing problems based on the original barrel pointing in a slightly different direction than the secondary barrel. Fortunately, the problem is also only isolated to the 'fake' projectile visuals - the raycast continues on in the correct direction. DevOmegaX has taken up the task of creating a bounty system that will be first deployed in Freeroam. Besides helping code the system, he has also helped hammer down the finer details of how bounties will work in-game. It is now time to go over some of those details, to see if we can get any community feedback. Bounties come in two flavors - a naturally occurring bounty that you accrue through normal gameplay, battle, and conflict, and contracts placed on you directly by another player. For this, we'll mostly be focused on the bounties, rather than contracts which are straightforward. Killing a player will increase your bounty based on several factors - kills in a system owned by your faction, will not increase the reward available to other players that may want to hunt you down. Kills in a neutral system will increase your bounty value in that specific sector - if things get too hot, you can flee across the galaxy and start over, but you might get hunted down by a lone gunman with a big iron and a score to settle. Kills in a hostile system will increase the bounty available to players in enemy factions looking to put an end to a fearsome opponent. Killing a single player is intended not to raise your bounty any valuable amount, however, if you start off on a killing spree, bounty-hunters may soon take notice of your activities and decide that the danger is worth it. Bounties will be able to be picked up at a bounty board at any station you have access to - neutral stations will provide sector bounties, while faction stations will provide faction bounties. Obtaining a bounty 'quest' will allow you to collect the full reward for eliminating the target of the bounty, however, if you kill someone without obtaining the 'quest' you will only receive a small percentage of the reward. Piracy will make you infamous in the sector you're most active, but only the places that were affected by your piracy would have any gripe against you. Faction-on-faction battles won't effect your bounty in the host system, but only make the enemy faction want to eliminate you all the more, if you are a skilled pilot. Overall, the system is designed to make bounties a bit more complex than one number defining your value to a hostile. Your bounty varies by location, from the neutral systems to the deepest faction space, and there could always be someone hot on your tail, if you aren't careful. Some could even see it as a leaderboard - who can become the most infamous outlaw this side of the galaxy without getting taken out by a faster gun. The possibilities are exciting. 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 8pm EST and earn double credits for the duration. This week in the dogfight there were 103 kills, 37 with Auto, 25 with beam, 17 with torpedo, 15 with laser, 7 with railgun, and 2 with plasma. The most dangerous ship was the Hayabusa III with 48, followed by the Excalibur with 26. The most dangerous map was Pillarum with 73 deaths, followed by The Great Hollow with 27. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 50 kills and 13 deaths and a 3.48 KDR; devOmegax with 20 kills, 19 deaths and a 1.05 KDR; and BTHEQUEST2 with 10 kills, 3 deaths, and a 3.33 KDR. They have unlocked the exclusive ship Elysion Lethe 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 59) 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 There were no questions in the RoVerse Community Discord this week. Post any questions you have in #dev_questions, and we'll answer them here. 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 214th 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 refine Capital turret systems, including further updates to the Flak turrets debuted last week, while Galbotrix has begun designing the turret models for the larger classes of Capital turrets. Idyllic has added a very important turret feature to the Capital Flak turrets this week - a maximum range. Those who have played against the dogfight Outpost may be aware of it's tendency to shoot at you no matter how far away you are. This won't do for Capital ships, particularly if they are automated. Now, flak turrets wont target players further away than 500 studs. However, you will still be able to enter manual fire mode if you intend to snipe over larger distances with a very unpredictable and inaccurate weapon. We may tweak this value if it proves to be too excessive. Galbotrix has returned from his busy clan life to begin building for the team again, and is taking on the slightly more pressing task of building the higher classes of Capital turrets. We've had the small-scale models built for quite some time, as well as all the fighter turret models, but the larger classes of Capital turrets have been on the waiting list. We eagerly await his building work. 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 8pm EST and earn double credits for the duration. This week in the dogfight there were 140 kills, 80 with torpedo, 56 with beam, 3 with laser, 1 with auto, 0 with railgun, and 0 with plasma. The most dangerous ship was the Hayabusa III with 38, followed by the Alessa and the Lethe, with 18. The most dangerous map was Pillarum with 157 deaths, followed by Ecumenopolis with 12. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 79 kills and 18 deaths and a 4.38 KDR; IdyllicDestroyer with 39 kills, 46 deaths and a .84 KDR; and ObscureVisage with 18 kills, 0 deaths, and a NaN KDR. They have unlocked the exclusive ship Elysion Lethe 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 58) 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: How is the RoVerse framework set up? A1: There are several important scripts that run RoVerse. There is a main script that runs the gamemodes in the dogfight, with several modules for different modes. There is a client script that operates the player's ship, and displays other player's ships, and there are several modules full of stats for all the fighters and weapons available. 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 213th issue of the RoVerse Development Newsletter, where we keep you updated on progress we've made over the past week. This week, Idyllic has made excellent progress on Capital turrets, fixing replication of both turret angles and turret firing. He's also made substantial progress on Capital Flak, with automated tracking well underway. Last week, Idyllic was deep in the code trying to solve a replication problem that was causing the Capital turrets not to work on other player's screens. Unfortunately, he was not able to find the problem before newsletter time, and had to put it off until this week. Almost immediately last Sunday, the problem was identified in one line of code. A silent error had been occurring, involving a conflict between Vector3 and CFrame values in the firing code, that caused them not to replicate. With that out of the way, players can now see the Capital turrets moving in the direction their pilot is pointing them at long last. How you can be shot at - how exciting! Next up was coding the Flak turrets we talked about last week, involving the two different fire modes. Direct is easy enough, as it just follows your mouse like any other turret, but Tracking required a bit more code. The Outpost turret code was modified and reorganized to work on ships, which run client-side as opposed to the outpost, which runs server-side. Tracking has successfully been implemented. Next up, is making the turrets shoot at targets automatically! Triggering the firing mechanism without checking if the mouse is down was a simple matter. Below, is the mode when no viable targets can be found... ...and the mode when a target can be found... Announcing the newest cycle-exclusive fighter reserved for only the best of the best pilots in the RoVerse Dogfight. The Elysion Lethe is a medium fighter, with a solid armament and exceptional defensive capabilities. 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 8pm EST and earn double credits for the duration. This week in the dogfight there were 405 kills, 264 with auto, 51 with laser, 48 with beam, 28 with torpedo, 12 with railgun, and 2 with plasma. The most dangerous ship was the Excalibur, with 264 kills, followed by Hayabusa III with 38. The most dangerous map was Pillarum with 405 deaths, followed by Classic with 24. And now, the moment you've been waiting for... The three players that topped the leaderboard were NexYtBR, with 262 kills and 22 deaths and a 11.9 KDR; FangABXY with 39 kills, 24 deaths and a 1.62 KDR; and IdyllicDestroyer with 34 kills, 31 deaths, and a 1.09 KDR. They have unlocked the exclusive ship Elysion Lethe 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 57) 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 There were no questions in the RoVerse Community Discord this week. Post any questions you have in #dev_questions, and we'll answer them here. 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 212th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic continued working on Capital Conventional turrets, working on getting turret replication working as intended, as well as getting flak turrets working as part of the default Capital loadout. Replacing the empty slots in the gifs from last week, the flak turrets on the Bolitho are well-distributed to cover all angles. While it only has 3 primary weapons, it should be incredibly secure from fighter attacks thanks to it's 4 anti-fighter turrets. Flak models are now able to be attached to the ships, and functionality should follow shortly. We have discussed with the community how we want Flak turrets to work, and there appear to be two different approaches, that we can call two different 'modes' - an automated mode that works like the outpost turrets and picks the closest enemy fighter and shoots at them rather inaccurately, and a direct-fire mode, where the pilot controls the direction of fire. A new issue with Capital turrets appeared this week - the direction you're pointing your turrets doesn't replicate to other player's screens. With fighters and their tiny guns, this wasn't a problem - combat was much too fast-paced for you to ever notice such a small detail, but with the huge hulking turrets of Capital ships, re-enabling this ability, and making it work for double-jointed capital turret rigs, took a bit of work. While they're not quite complete, we're making good progress on them, and they should be working 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 8pm EST and earn double credits for the duration. This week in the dogfight there were 197 kills, 61 with laser, 56 with auto, 55 with beam, 21 with plasma, 4 with torpedo, and 0 with railgun. The most dangerous ship was the Excalibur, with 104 kills, followed by Curse of Knowledge with 49 each. The most dangerous map was Pillarum with 203 deaths, followed by Ecumenopolis and The Great Hollow with 23. And now, the moment you've been waiting for... The three players that topped the leaderboard were Crmitch3, with 83 kills and 17 deaths and a 2.52 KDR; TheCandyVanMan with 62 kills, 16 deaths and a 3.87 KDR; and IdyllicDestroyer with 44 kills, 66 deaths, and a .66 KDR. They have unlocked the exclusive ship Stratus Sprite 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 56) Now, for the overall cycle stats! Pillarum was the most dangerous map, with 891 kills, followed by The Great Hollow with 113, and Classic with 111. The top ship was the Excalibur, with 467 kills, followed by the Hayabusa III with 227, and the Iridium with 153. The top weapon was the Beam, with 494 kills, followed by Laser with 191, and Torpedo with 148. Auto marked up to 105, Railgun with 38, and Plasma with 112. Overall, 51 pilots participated this cycle and earned at least one kill, while 89 players died at least once. The lowest KDR belongs to Redknight with a .08 KDR. The dogfight has seen 5,936 visits, with an 82% approval rating (130-27) and 311 favorites. This cycle there were 1,088 kills total. Topping off this cycle's leaderboard was FangABXY, with 303 kills, 80 deaths, and a 3.78 KDR. He was followed by IdyllicDestroyer with 210 kills, 195 deaths, and a 1.07 KDR, and RookVanguard with 102 kills, 28 Deaths, and 3.64 KDR. These three pilots have unlocked the exclusive Golden Sprite 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 8) 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: When the game releases, where will everyone spawn if they haven't built stations yet? A1: There will be a selection of Neutral stations throughout the galaxy for new players to spawn at. Hyperion Station, home of this year's egg hunt, is one such station. Everything a solo player needs will be available at these stations, from ship construction and upgrades, to selling ores and wares to vendors, though that doesn't mean there won't be any incentive to travel further out and explore the galaxy proper. 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 211th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week was entirely focused on Conventional turrets, and getting their performance up to our standards. Projectile speeds have been tweaked to better match the speed of the raycasts, raycast resolution has been boosted to improve visuals, particularly on ricochet, and turret alternation code has been improved. Also, several small bugs in the dogfight have been patched. Now some of you may remember how our projectile system works - a 'fake' bullet is fired, while an invisible raycast chases after it in split segments that are matched to the velocity of the projectile. The benefit of this is we don't have to rely on a buggy Touched event to trigger damage, nor do we have to only have raycast weapons. Instead, we get to simulate at a set resolution how the projectile travels through space with relative accuracy with a fairly cheap operation. In the gif below, a visualization of the raytrace is turned on, so we can verify the accuracy of the raycast to the projectile. At this resolution, though, the projectile vanishes instead of bouncing, then radically alters course once the raycast catches up. In this situation, we needed a higher resolution for the raycast - generally speaking, we needed to cast more, shorter rays with each step. This value has been tweaked, and is performing much better. It doesn't need to be perfectly accurate for such fast-moving projectiles, but it does need to be close, which is what we're aiming for. Two small fixes to the dogfight this week, including a faction ship fix, and a bit of cleanup after Gatecrash and Outpost Strike to remove beacons from radar. A small little detail added to the dogfight in the midst of small bug patches, was an improved gamemode description. Originally, it was just the gamemode description, but it was hard to easily parse which mode it was at a glance. If you missed the initial announcement, you were out of luck, or if you deployed without checking, you were flying blind. 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 8pm EST and earn double credits for the duration. This week in the dogfight there were 105 kills, 58 with beam, 23 with torpedo, 15 with plasma, 6 with auto, 3 with laser, and 0 with railgun. The most dangerous ship was the Hayabusa III, with 43 kills, followed by Excalibur and Gladius with 19 each. The most dangerous map was Pillarum with 133 deaths, followed by The Great Hollow with 13. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 43 kills and 17 deaths and a 2.52 KDR; IdyllicDestroyer with 27 kills, 20 deaths and a 1.35 KDR; and ISpy_DeveloperPie with 19 kills, 6 deaths, and a 3.16 KDR. They have unlocked the exclusive ship Stratus Sprite 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 55) 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: Will you be able to crash into planets or asteroids? A1: You'll definitely be able to run into things, and running into planets will take you there. Q2: Global warming on planets? A2: Unlikely, too complex. 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 |