Hello everyone! Welcome to the 219th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. Idyllic has been hard at work on more Capital Update code, as well as making a few tweaks here and there to the dogfight, including making Outposts a touch more deadly and patching up a few bugs. The gatecrash gamemode had a bug where points were not reset between rounds, causing chaos whenever that score was updated in a subsequent round, suddenly catapulting a team to a very high score. This has thankfully been patched with a very small tweak, that resets the team score after each round. The outpost strike gamemode has received a small tweak, with a huge impact. Previously, players were able to sidle on up to an outpost turret, and by staying just below the horizon of the turret, fire upon them with impunity. But no more - turrets now can decline a mere 5° below the horizon, which allows them to shoot at any ships hiding in their blind spots. And if the turret you're closest to can't see you, many of his neighbors will. Above you can see a comparison of the blind spots of individual turrets. Previously, there was a mathematically infinite blind spot below the top gun and above the bottom one, where any ships would be safe. Now, two turrets on one module have minimized their blind spot to the small triangle, and any other turrets around would shrink or eliminate that blind spot entirely. Now, strategy and firepower are much more vital to success in the Outpost Strike gamemode. Capital coding has continued, with tweaks to weapon raycasts to make them respect the ship they're being fired from. Currently, a turret only respects their lower declension limit when determining whether or not it can fire, regardless of whether the shot 'should' hit your own ship. Previously, they were able to pass through your own ship, but as new faction designs are added, it will become important to limit firing to only clear shots that won't hit the ship they're fired from. Unfortunately, the Avenger doesn't have any concave turret mounts to demonstrate, so until a new Capital with that particular turret arrangement is added, it won't be visible. 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, 42 with auto, 35 with beam, 3 with laser, 7 with plasma, 0 with railgun, and 16 with torpedo. The most dangerous ship was the Hayabusa_III with 38 kills, followed by the Excalibur with 21. The most dangerous map was Pillarum with 73 deaths, followed by Citadel with 25. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 56 kills and 18 deaths and a 3.11 KDR; IdyllicDestroyer with 21 kills, 33 deaths and a 0.63 KDR; and NexYTBR with 13 kills, 29 deaths, and a 0.44 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 63) Now, for the overall cycle stats! Pillarum was the most dangerous map, with 1094 kills, followed by Classic with 153, and The_Great_Hollow with 86. The top ship was the Excalibur, with 374 kills, followed by the Hayabusa III with 293, and the Lethe with 181. The top weapon was the Auto, with 408 kills, followed by Torpedo with 397, and Beam with 297. Laser marked up to 124, Plasma with 38, and Railgun with 31. Overall, 51 pilots participated this cycle and earned at least one kill, while 93 players died at least once. The lowest KDR belongs to Swordslinger100 with a .11 KDR. The dogfight has seen 6,184 visits, with an 82% approval rating (134-28) and 322 favorites. This cycle there were 1,295 kills total. Topping off this cycle's leaderboard was FangABXY, with 424 kills, 126 deaths, and a 3.36 KDR. He was followed by IdyllicDestroyer with 309 kills, 212 deaths, and a 1.45 KDR, and NexYTBR with 283 kills, 52 Deaths, and 5.44 KDR. These three pilots have unlocked the exclusive Golden Lethe 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 9) 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 parts of your ship can block turrets from turning? Can your turrets shoot through your hull? A1: Currently, turrets do shoot through any protrusions on your ship, however, this will soon be rectified. Turrets aiming at a part of your ship will simply not fire as they are obstructed, much like they do when you are targeting below the horizon. No part of your ship will stop your turrets from turning, however, care should be taken in the building phase to minimize the chances of this happening. 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 218th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, we have another in-depth look at Bounties, this time focusing on the subtypes called Contracts and Jobs, and take a look at work Idyllic has done on Capital Flaks. Another minor code update to Capital Flaks - when there is no target in range to automatically fire at, control of flak turrets is returned to mouse aiming. Now, they no longer automatically fire at nothing without direct user input. A small change, to be sure, but an important one. On the bounty front, we have a fancy proof of concept for a Bounty Board that will be available in stations. Here's where you'll pick up your quick bounties on players, and gather important information on where to find them and how dangerous going after them will be. This list will comprise the highest-value bounties available in the system you're in. And the bounty boards also sync between each other! There will be a much more in-depth bounty menu, where you will access more information, as well as be able to place your own bounties on other players, that is still in development. That brings us to the most important part of the newsletter - we get to discuss the second and third halves of the bounty system. Contracts and Jobs function relatively the same as Bounties, however they have a few small difference. Where Bounties are accrued naturally by destroying other player's ships and property, Contracts are directly set by one player on another. If you have a pile of cash lying around and an arch nemesis that need slaying, place a contract on another player, and see if the problem resolves itself. Jobs, however, are set by one faction on another faction, with specific goals for destruction to be met. If a faction wants every bounty hunter and freelancer in the galaxy to destroy another faction's fleets and structures, a Job is how they do it. 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 131 kills, 16 with auto, 59 with beam, 38 with laser, 3 with plasma, 12 with railgun, and 119 with torpedo. The most dangerous ship was the Lethe with 60 kills, followed by the Washi-0_1 with 58. The most dangerous map was Pillarum with 175 deaths, followed by Classic with 65. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 89 kills and 21 deaths and a 4.23 KDR; IdyllicDestroyer with 83 kills, 26 deaths and a 3.19 KDR; and devOmegax with 40 kills, 21 deaths, and a 1.9 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 62) 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 faction turrets have different designs? A1: We'll certainly do our best to support a wider variety of faction designs, so give it a shot. Just don't go making a different set of turrets for every single battleship you build. Faction ship lines should be recognizable as coming from your faction, so too much variety can be a bad thing. 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 217th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week Idyllic was on vacation, but he managed to get a bit of work in - refining the Conventional turret line, messing around with Capital turret code a bit, and hashing out a few more bounty details with devOmegax. Conventional turrets have been shrunk to a more reasonable size, matching proportionally to a set of light turrets on a small capital. Finer detail is yet to come. Someone in the community asked if turret automation would ever come to non-flak turret types on capital ships, so Idyllic quickly tested it out to see what would need to happen to make that work. Where flak turrets shoot explosive bolts that have an area of damage, precision weapons like beams can lock on and track, but they still fall behind moving ships. This is even worse with turret types that require leading, as their travel time would mean they would never hit, unless we calculated a lot more than we currently do. We're not saying it's impossible, but it's not within our scope anytime soon. More details have been hashed out on the bounty system, this week focusing mostly on Contracts, but with a bit of fun stuff designed for the bounty board as well. More information to come soon. 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 75 kills, 0 with auto, 41 with beam, 1 with laser, 1 with plasma, 0 with railgun, and 75 with torpedo. The most dangerous ship was the Lethe with 72 kills, followed by the Hayabusa_III with 21. The most dangerous map was Pillarum with 95 deaths, followed by Classic with 24. And now, the moment you've been waiting for... The three players that topped the leaderboard were IdyllicDestroyer, with 89 kills and 24 deaths and a 3.7 KDR; FangABXY with 22 kills, 17 deaths and a 1.29 KDR; and frostblade25 with 4 kills, 1 deaths, and a 4 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 61) 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: Are you planning to use the extended player limit Roblox is going to add at some point? A1: We'll certainly give it a shot, but don't go making any plans for 700-ship dogfight battles anytime soon. Q2: How do you plan on making 202 star systems? A2: Procedural generation - the buzzword of the decade when it comes to immense maps full of exploration and adventure. While we'd love to hand-build every star system and planet, it would be an incredible amount of work. However, with procedural generation, the computer can do a lot of the work, and we can come in and polish things off. 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 216th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, heavier turret variant development has continued, moving on to the Conventional turret class line, and Capital turret alternating has at long last received its final polish. With the capital missile tube line wrapping up, it was time to move onto concept work for the conventional turrets. Currently, the conventional line consists of a very neat turret that Saet'zar put together that uses way too many spheres and negations and trick to try and replicate, but we will do our best to make the larger versions seem like a continuation of the series. The heavy conventional turret, which is currently being used as a flak turret on the military outpost that you may recognize from the outpost strike gamemode, doesn't fit the line at all, and will be replaced. The goal with conventional turrets is to be reminiscent of battleship turrets, and give the impression that huge shells are being launched at ridiculous speeds over vast distances. With that in mind, we've created the above concepts. After building the mockups, we realized that we may have been a bit overzealous in their size, as they absolutely dwarf the heavy laser ball turret seen to its right. Also, as seen below, it is way too big for even XL Capitals. So we'll be scaling them down a bit as we finish up their detailing. As an aside, they look fantastic on an XXL capital, but that will require a larger turret class down the road. We told you about a bug we encountered last week with turret alternation, where the second shot from the second barrel would launch sideways in the wrong direction. I bring good news - this has been rectified. A few poor coding decisions led to a web of tangled code that re-did a lot of work over and over, and caused an error in the aim code to interfere with the fake projectile. Now, the barrel is selected almost immediately, used for aim calculations, and then passed onward to the fake and real firing functions. On the plus side, this will also work for any number of barrels we want to add to a turret, within reason. 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 62 kills, 48 with auto, 33 with beam, 13 with laser, 23 with plasma, 0 with railgun, and 62 with torpedo. The most dangerous ship was the Hayabusa_III with 47 kills, followed by the Washi-0_1 with 39. The most dangerous map was Pillarum with 116 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 89 kills and 15 deaths and a 5.93 KDR; IdyllicDestroyer with 43 kills, 52 deaths and a 0.82 KDR; and redknight378 with 23 kills, 24 deaths, and a 0.95 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 60) 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 Several bounty-related questions came up this week: Q1: Who pays for the bounty? Will it cause inflation? A1: Credits are 'paid for' by the destruction of the ships you attack, so there is always a credit sink removing credits through this system, not just a faucet. Contracts will involve factions and players playing money directly on another player, so that money is covered. Q2: What's to stop you from clearing your bounty with a cheap ship? A2: There really isn't much to stop you. Your bounty is created by the cost of ships you've destroyed, so the credits are already in transition, whether a hunter finds you with a cheap ship, or the largest capital available. Their bounty, however, will depend on your ship. Q3: Will bounties go away over time? What if the player never comes back? A3: Bounties of inactive players may be removed from the bounty boards for efficiency's sake, but the money will never go away. Hold onto that old bounty, and perhaps one day you find them and reap the profits - the choice is your own. Q4: How many bounties can you hold at a time? A4: There will be an inventory limit to how many active bounties you can be looking for at once, so that it isn't a matter of collecting them all just in case you run into someone. We want it to be a direct decision of the player to hunt someone down, not always an accidental encounter. Q5: What if you hire a close friend to claim your bounty and split the profits? A5: There really is no way for us to track and counter this, short of tracking all your friends and who you've been allied with for all time. Bountywashing may be possible, but we'll do our best to make it unprofitable. Q6: How will tech trees work? Is it upgrades only, or are ships locked? Is it per player or by faction, or both? A6: Fantastic questions. As we finalize the design for tech trees, we'll do a full explanation and demonstration, but for now I can answer the rest of the questions - tech trees for an individual player will be ship upgrades, improved weapons, and eventually improved structures and vehicles for the ground. For a faction, if we ever add new stuff, like different station types, structures, or ground buildings, they will be unlocked by research stations on a faction tech tree. 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! |
Archives
January 2023
Categories
All
AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |