Hello everyone! Welcome to the 224th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, the RoVerse Hallow's Eve 2020 event has been released to the public. It has a spooky atmosphere, enemies to fight, and a mysterious force attacking Hyperion Station. And we can't forget - two ships to earn during the event. We highly encourage you to go check out the event before continuing with the newsletter, as we're about spoil some of the quest. Alright, now that you have gone on an epic quest to solve the mystery of the unknown ship, and fought the phantasmic forces all the way back to their source, the newsletter can resume. We'd like to thank ObscureVisage and Alcertaz for their excellent work on this year's event. Without their ambition and drive, this year would've only been a new ship and the old void maps. Instead, we have a lovely quest, two ships, and a fun little adventure for members of the community to undertake. The reward ship, the Evoker, will only be available for the two week duration of this event, so be sure to grab the badge at the end of the mission. The enemies of the event are a modified version of Stratiz's NPC system that has graced Hyperion for the last year or so. It was modified with more hostile actions, which was a simple and straightforward process thanks to his planning when writing the code. Adding the ability to hunt down the player was only a matter of giving them a target and setting up pathfinding. While it wasn't too advanced in the quest, it does give us a few ideas for what to do with station NPCs in the future. Also, Im pretty sure that Idyllic has had a nightmare of glowing, floating, faceless developers coming to eat him before. Special thanks to Quasiduck for the lighting effect module that made the AI core extremely cool. We might tweak it to use as some sort of electric turret in the future, we'll see! Unfortunately, there were a few problems with our auto turrets that were part of the quest. Tracking and recoil worked perfectly, but the terrible code prevented them from reliably damaging the players they were shooting at. Luckily, they weren't coded to be a final version, just to be an interesting enemy for the quest - they used real projectile parts with a 'Touched' damage script in them, rather than the raycast and simulated code of our dogfight turrets, which any future weapons will definitely use. However, they were a fun experiment that turned out looking pretty cool, and we'll be revising them for future use. 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. Unfortunately, Idyllic was on terrible internet and couldnt make either Community Dogfight, so in lieu of dogfight photos here is a hilarious Hallows Eve bug. This week in the dogfight there were 242 kills, 10 with auto, 15 with beam, 27 with laser, 68 with plasma, 8 with railgun, and 114 with torpedo. The most dangerous ship was the Gladius with 78 kills, followed by the Excalibur with 54. The most dangerous map was Pillarum with 231 deaths, followed by The_Great_Hollow with 28. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 82 kills and 1 deaths and a 82 KDR; CptJaller with 48 kills, 3 deaths and a 16 KDR; and devOmegax with 28 kills, 9 deaths, and a 3.11 KDR. They have unlocked the exclusive ship Elysion Kokytos 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 68) 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 do players purchase default fighters in the full game? Will we be able to block access to them? A1: Default fighters will be sold at Neutral stations in the 22 or so neutral systems across the galaxy. A faction may be able to blockade the routes to access neutral systems, but preventing people from purchasing default ships would be incredibly difficult to pull off. Q2: Would a rebel faction be able to purchase 100 Iridiums at a neutral station and wreak havoc on my nearby systems? A2: Individuals could purchase an Iridium, but for bulk purchases and construction, and outpost shipyards module or two would be required. Q3: How will subfactions/organizations afford to build their first outpost if they can't make money yet? A3: Getting an outpost hub ready to build shouldn't be all that expensive, it will instead require a substantial amount of raw materials to build. To start an organization, you'll need a group of people working together to establish yourself. Q4: How can we make money in RoVerse? A4: There are many occupations, some easier or safer than others - mining ore, shipping, transport, bounty hunting, contract security work, even theft! Q5: How will I be able to advertise my organizations services? A5: The discord should be a fine place to hawk your wares or services to a variety of clients. 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 223rd 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 work on the missile barrage weapon type for Capital ships, working on getting the homing and tracking functions functioning as planned. When we left off last week, the VLS missiles were launching straight up, and just needed a tracking function attached to make them seek out their target. Homing missiles have been highly sought after by generations of Roblox devs - one of the earliest scripting tutorials was how to make the old Roblox rocket launcher heat-seeking - and various solutions have more or less worked throughout the years. Bodygyros made it easier, but our projectiles are CFramed, and that wouldn't work. We would need the magic CFrame Lerp function to pull it off. After a few entertaining false-starts, where things didn't go quite as planned... ...we managed to get the mouse-tracking function down. You'll now be able to guide your barrage of missiles towards your target structure or ship with ease. But if guiding your tracking missiles isn't your jam, select a target and missiles will home in on the enemy ship automatically! We're still working on the proximity-based detonation of missiles, so that the orbiting problem doesn't happen, but overall, progress is going quite well on the newest weapon type. With Halloween right around the corner, the RoVerse Hallow's Eve event is back. The seasonal Dogfight map Core of Nothing has returned, so take to the stars and fight amongst the rubble of the void. Hyperion station has not escaped unscathed, with a strange ship forcing its way to the docks, and knocking out the station's power in the process. Talk to the IdyllicCorp guard and solve the mystery. Release date will be announced in the Discord when available. 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 289 kills, 31 with auto, 39 with beam, 50 with laser, 3 with plasma, 15 with railgun, and 151 with torpedo. The most dangerous ship was the Gladius with 69 kills, followed by the Hayabusa_III with 41. The most dangerous map was Pillarum with 256 deaths, followed by Classic with 33. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 112 kills and 17 deaths and a 6.58 KDR; IdyllicDestroyer with 66 kills, 31 deaths and a 2.12 KDR; and CandyCobalt with 37 kills, 6 deaths, and a 6.16 KDR. They have unlocked the exclusive ship Elysion Kokytos 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 67) 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 legged ground vehicles be able to climb walls or ceilings? A1: The first few vehicles will likely be tied to wheels and hover, just because legs are harder to code, but vehicles that can climb steep terrain would be a cool feature to work towards. Q2: What's the limit for magic or fleshy tech? A2: Any "magic" you do just has to match up with the things we actually allow you to do in RoVerse. Take, for example, medkits - obviously a technology of sci fi. But if you wanted a "magic" lore to it, it'd function the same but could look different. Q3: Does base building a have different tiers such as cheap temporary bases of tents to semi permanent and permanent fixtures? A3: For ground bases, there would ideally be a wide spectrum of buildings - everything from permanent bastions of defense like every clan base, to lighter and cheaper temporary encampments. Things that an invasion force would be able to build on the surface to supply their ground forces - medical facilities for healing, garages for vehicle repair, barracks for respawns. These things could look like tents, if you wanted to. 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 222nd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. The focus this week was on the second Capital-exclusive weapon type - VLS missiles. These missiles have been demoed before, but had yet to be ported to the dogfight weapon system. They consist of an 8-bay missile silo that launches missile straight up, that then arc towards a target. Much like flak, they'll have different modes - if a target is selected, they'll fire off in the direction of that enemy ship, and if no target is selected, they'll fire a barrage towards the mouse. There is quite a bit of code involved getting weapons to mount to Capital ships properly, so much of this week was spent rigging, and coding the boilerplate functions of this weapon type - things like firing with the 'f' key like torpedoes, and not erroring out when the code tries to make a non-turret weapon transit. However, we did manage to make them shoot, which is a good start... even if it doesn't shoot right just yet. They won't be extremely useful against small fast-moving fighters, excelling at attacking static structures or other Capital ships with an awesome display of firepower, but when used effectively, they'll carve a path of destruction through your opponents. In the coming week we'll be refining the missile tracking, and making sure they replicate properly. The community dogfight continued again this week, with members of the community coming together to blast each other out of the sky. Join us next week at 8pm EST and earn double credits for the duration. This week in the dogfight there were 38 kills, 0 with auto, 0 with beam, 0 with laser, 0 with plasma, 3 with railgun, and 35 with torpedo. The most dangerous ship was the Excalibur with 35 kills, followed by the Kokytos with 3. The most dangerous map was Pillarum with 52 deaths. And now, the moment you've been waiting for... The three players that topped the leaderboard were Doombomb1622, with 32 kills and 5 deaths and a 6.4 KDR; IdyllicDestroyer with 3 kills, 1 deaths and a 3 KDR; and KowalskiWhiteoak with 3 kills, 2 deaths, and a 1.5 KDR. They have unlocked the exclusive ship Elysion Kokytos 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 66) 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 there be another Halloween event? A1: Isn't October spooky enough already? 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 221st issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week saw the completion of two big features for Capital Ships - Flak replication, and Flak damage. Keen-eyed readers may have noticed that all of our demos of the Flak turrets on Capitals were shown from the point of view of the Capital shooting the turrets, rather than the fighters being shot at. This was because there were a few major features remaining to be coded, and replication was particularly important. This was a particularly interesting problem because Flak turrets are rather unique - their projectiles explode after a certain distance, but with automatic targeting, that distance can change. On the capital ship's client, these values can easily be read and set as necessary, based on the target acquisition system. However, when it came time to render these shots from the point of view of anyone else in game, there were two options. Send the range value with the turret angle update function, or perform all the target acquisition code over again, and hope it ends up close to what the original player sees. One of these options was significantly easier than the other. The range of flak shots now replicates with each turret aim update, seamlessly sharing where flak bolts should explode with each player in the server. With that out of the way, the next big step was making the flak explosions damage ships. The flak shots could initially occasionally strike a fighter and damage them, however the explosions were still just visual. The Outpost Strike gamemode has a functioning damage system in place, that was ported over to the client and is now fully functional. We will probably be tweaking this in the coming week with a few more updates, but for now, ships can take damage. Dodging automatic flak fire is just as chaotic and adrenaline-filled, if not more so, as the Outpost Strike. Light ships alone will have a difficult time closing the distance on any size Capital ship, but a strike team with some heavier protection will do just fine. 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 184 kills, 3 with auto, 0 with beam, 58 with laser, 0 with plasma, 2 with railgun, and 121 with torpedo. The most dangerous ship was the Lethe with 114 kills, followed by the Excalibur with 52. The most dangerous map was Pillarum with 239 deaths, followed by Classic with 3. And now, the moment you've been waiting for... The three players that topped the leaderboard were IdyllicDestroyer, with 135 kills and 21 deaths and a 6.42 KDR; devOmegax with 39 kills, 7 deaths and a 5.57 KDR; and daddyreign with 10 kills, 8 deaths, and a 1.25 KDR. They have unlocked the exclusive ship Elysion Kokytos 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 65) 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: h? A1: h. Q2: When turrets fire, do projectiles gain the speed of your ship movement? A2: While realistic, momentum is not preserved by projectiles fired from turrets. This would require more calculations and some questionable math, and would just make players miss shots more often. Lets go with the idea that firing computers compensate for ship motion when firing. Q3: Does neutralizing/disabling Outposts involve destroying all its turrets like in Outpost Strike? A3: It's important that when destroying a station or outpost, you have to shoot the structure itself to deal damage, not just shoot its turrets. We've thought about it, and we've decided that it makes more sense for turret destruction to come about as a natural byproduct of ships attacking a structure - destroying the defenses shooting back at you makes destroying the rest of the station easier, but it isn't a mandatory aspect of the destruction. 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 220th 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 a new cycle with a new exclusive ship for pilots that top the leaderboard, and Idyllic has continued to work on Capital code. Things are progressing on several fronts, including work on Capital hitboxes, so that they don't phase through obstacles, and finally a tweak to radar to support ship class icons. While it is still a bit rough around the edges, having a hitbox properly defined by the size of a ship is an important step - particularly for ships larger than one cubic stud. Further improvements will refine the shape, size, and location of the hitbox to the specifics we require, rather than a standard model extents that doesn't always work. The ship radar has been an important instrument in every pilot's cockpit during close encounters with hostile craft, giving them important information about the location, distance, and number of enemies in their vicinity, at a glance. We have always planned on a few improvements for this vital tool, and one of these is working at last - radar icons that update based on the ship they are displaying. This works for both fighters and capitals. Announcing the newest cycle-exclusive fighter reserved for only the best of the best pilots in the RoVerse Dogfight. The Elysion Kokytos 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 63 kills, 20 with auto, 9 with beam, 1 with laser, 20 with plasma, 1 with railgun, and 12 with torpedo. The most dangerous ship was the Excalibur with 26 kills, followed by the Hayabusa_III with 19. The most dangerous map was Pillarum with 35 deaths, followed by Ecumenopolis with 20. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 42 kills and 13 deaths and a 3.23 KDR; IdyllicDestroyer with 15 kills, 23 deaths and a 0.65 KDR; and daftcube with 4 kills, 8 deaths, and a 0.5 KDR. They have unlocked the exclusive ship Elysion Kokytos 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 64) 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 there be any drawbacks to dying in RoVerse? A1: Of course! Death is a pretty significant setback for players of any level. If you're in a ship that gets destroyed, you'll have to pay a bit of money to get it replaced; You'll respawn at the nearest neutral or allied station, which could be systems away; and it'll absolutely ruin your KDR. It won't be something you won't be able to recover from, but it certainly won't be pleasant. 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 |