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NEWS

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RoVerse Development Newsletter #110

8/25/2018

 
Hello everyone! Welcome to the 110th 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 quashed some bugs, Stratiz has quashed some bugs, lordrex has quashed some bugs, and sae'tzar quashed a spider. We've also added a new scripter to the team, who worked this week on faction flexible rank systems, that he might get a demo of done in time for this week's newsletter. Let's get started!

This week, Idyllics primary task was to transfer weapons control from the loadout screen, to the player when they deploy. Last week, we got to see ships leaving dock with inactive weapons, but transferring data tables to the script that handles ship movement took a bit more time and was a bit more challenging than expected. Version one, early this week saw a few moving turrets, but any duplicate types glitched out.
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After sorting out the linked tables problem that led to turrets referencing the same model, things went much smoother. Now our demo can switch ships, edit loadouts, change skins, compare all your options, deploy, and give you full weapons control when you deploy. Now isn't that exciting?
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Idyllic was immediately fined for damage to the shipyards from his flak cannons.
After finishing this portion of the project, Idyllic released it for testing among our devs, and Skinny went and found several other bugs that need to be fixed in the short-term, so Idyllic should be busy until next week.

Stratiz has continued working on NPC's, with new code affecting character walking goals and verifying if they've reached their target or not. Hopefully this keeps them off the walls, and on target.

Lordrex has continued work on the asset loading system, but this week we actually have a demo to share with you!
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We set the replication to replicate to every system for a test, where we went from one outpost module in the system, to two, then three, then four, then five...
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Two players, each in a different server can create an outpost module that nearly immediately appears in parallel servers. 
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While 'helping' lordrex test the replication system, Idyllic got a chance to continue on his great journey across every system in the galaxy, easily doubling the number of systems visited.
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Abandoning the western edge, he traveled along the inside of the edge of the galaxy to Sector 02 and the Ether, where figured out why the travelling salesman problem is so complicated. if anyone can solve the shortest path through all system once, in a short period of time, DM Idyllic your solution, he'll take care of you.

In his further adventures, Idyllic decided navigation was a bit complicated without being able to see system names for jumpgates at a distance, so he added a better nametag to gates. This probably won't be visible all the time in the final game, possibly with an enhanced HUD mode.

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Now there are no barriers stopping him from completing his adventure, besides a rogue space turkey or black hole, which you always have to watch out for.

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As was requested in the community this week, and quite a while ago as a feature for fighters...
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We have a toggleable headlight system! No more will you be flying through a debris field in the dark depths of space, and crash your billion dollar ship into a rogue hunk of rock. Fly with confidence that any obstacle will be lit up in front of you, with barely any time to turn out of the way!

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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 sort of electronic warfare?

A1: This's come up a few times, and though we're not nearly to the point of coding that sort of weapon yet, it's definitely on the list of wanted features. We'll release more details following the Capital Update's release.

Q2: Can I make my own class of ship?

A2: Ship classes that we've talked about are exclusively ship size classes, not function. Classes like carrier or battleship are all up to you, we're just sorting them by volume. If you want to design a ship special for one very particular situation, you are free to do so.

Q3: How will fighter v capital battles be?

A3: It's really a question of scale. A squad of fighters will have enough firepower to be a problem to most large ships, but not enough that Capital ships become big targets and not much else.

Q4: Can we disable some of our weapons like flak, to concentrate big guns on capitals?

A4: We'll be working on firing schemes as we continue to work on the project, with the goal being multi-crew to help spread the load on captains, and a bit of automation for weapons like flak turrets. If you're sniping at a capital ship with a railgun, it wouldn't make much sense firing every weapon you have at them, so selectively disabling weapons when unnecessary will be possible.

Q5: Are planet climates generated based on distance from star, or randomly?

A5: Right now they're in their early stages so the data is fairly random, but when we get to the point of generating system surfaces, distance from its star will definitely be a factor.


​​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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    Vaktus: Leader of the Vaktovian Empire and head of the RoVerse Project

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