Hello everyone! Welcome to the 190th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week saw a lot of work in the bug-fixes department after the significant number of features we added to the test version last week, modification of our code to support future features, and some new features-in-progress. Let's get started! First up, a number of bugs cropped up after last week's update that Idyllic had to track down. We have added a rough-draft of Capital code to the game, which had some unfortunate side effects when you actually tried to pilot a Capital ship - each turret on any fighter was sending an individual cframe update remote event every time it moved, which works fine for ships with 2 or 3 turrets, but when players tried to deploy an 18-turret Avenger, we quickly hit the remote event cap and everything got bogged down. Guns wouldn't fire, locations wouldn't update, everything moved slowly and didn't replicate, and that just wouldn't do. The solution was rather straightforward and simple - instead of updating each turret cframe on its own, package all their angles together in one table, then send a single table to the server to distribute to all the other players. After a few formatting problems were worked out, and the turret-aiming code was updated to handle the packaged data, things worked like a charm. The Avenger now cruises through the skies raining fire upon its enemies. In what is essentially an update to some older code, this week we added the ability to customize keybindings for ship controls in the code. While players can't modify their own keybindings just yet, the ability is there for the future. This work was specifically to help test Capital movement controls, so that to modify which buttons do what, all we'd need to change is the keybind configuration file. This also allows code to be reused between fighters and Capitals - when a player deploys a Capital ship, the default keybindings flip over to the Capital keybindings, and vice versa. We also worked with some members of the community to refine Capital controls. Where the mouse is used extensively to control the movement and turning of fighters, for capitals motion is much more deliberate. The pilot controls the pitch, yaw, roll, and speed of the capital ship independently from the direction their camera is facing, which requires a nearly completely different control scheme. We wanted the controls to share some similarities between fighters and capitals, so it doesn't require pilots to learn flight controls from scratch, but they are different enough to require some practice. It is particularly tricky to work out both steering and aiming weapons at the same time, so flying a capital ship will take some skill. Progress continues on the military outpost interiors, with Maximus and Idyllic slowly working their way across the cargo bay and up to reactor control. We now have fuel storage tanks, and two staircases leading to the upper levels. Keep up the good work! Work has also continued on another important piece of the project. Idyllic has undertaken the task of at long last bringing system assets into the game - below is a preview of their work on the starforge. The time has finally come to hammer out the fine details of system layout, as we take more steps towards a freeroam demo. Stay tuned for more sneak peeks! This week saw significant testing of Capital weaponry against the outpost, and frankly, the outpost was extremely outmatched. Even with Capitals having 18 light fighter weapons, they just tore through the defenses of the outpost, leaving it with a miserable .22 KDR - 286 deaths to 64 kills. Their damage output was just no match for the extreme armor and maneuverability of the Avenger. 159 of the outpost turret deaths came at the hands of the Avenger - a balance we will need to improve between mobile capitals and stationary defenses. In the non-outpost category, serenasem emerged victorious with 5 kills and 0 deaths. Nice work. There were 163 kills with plasma, 77 with railgun, 20 with torpedo, 14 with auto, 11 with beam, and 7 with laser. The most dangerous ship after the Avenger, was Koguun, with 77 kills. There is only one week left in this cycle to claim the top spot and earn an exclusive custom skin for the ship of your choice. Next cycle we will be making some changes to the dogfight leaderboard system, so stay tuned for more info. If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 34) 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: Where will you spawn if you die and aren't affiliated with a faction? A1: In that case, you'd spawn at the nearest neutral station. From there, you could arrange transport to another station where you've stored ships, or start gathering resources to build a replacement ship. Q2: If you crash-land on a planet, will you have to survive on that planet's resources until you can be rescued? A2: In a sense, yes. You won't starve to death or anything, but you will need to use the resources available to you to make it off-world. Either try flagging down a transport ship off world, or look around for a base or colony city where you could build or buy a new ship. Q3: Is there going to be a system "border" in the far reaches you can't fly past? A3: It is unlikely that there would be any sort of hard or obvious border stopping you from flying out into the abyss, but we'll try to subtly recommend not doing so. Who knows, maybe some brave soul might discover something strange and unique in the fringes beyond. Q4: How will you defend space if people can just fly over anything you build? A4: Considering how to defend a faction's territory will be an important decision to make, and there are countless options. You might not be able to area-deny large swaths of space for long periods of time without a permanent security force, but you could defend key locations like resource processing stations or shipyards. Mining fields may benefit from a hub outpost that can both defend and take in resources to be shuttled to a more centralized location by convoys of ships. Finding the balance between complete security, and securing what is important is vital to faction dominion. 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! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |