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NEWS

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RoVerse Development Newsletter #132

1/26/2019

 
Hello everyone! Welcome to the 132nd 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 work on intra-system warp and a tweak to the credit system, while lordrex has made some changes to solar flare code.

​In an update to work we hinted at last week, we now have some official photos of the radar system update. 
Here you see all the points of interest in your local system arrayed out around the edge of your radar map. We might have to bump up the size of those icons yet, but the code behind it is complete and fully-functional.
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With that work out of the way, it was time to dive back into the warp systems, which involved creating a toggle-able HUD to display available warp targets very much like the radar system, allow the user to select and target that location, similarly to the way fighters target enemy fighters, and then tie that into the warp system, allowing you to vroom across the stars at high speed to your next destination.
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With lots of technical checks to make - like making sure you're on-target, out of the warp zone you were previously in, and not in a warp cooldown - a few tweaks needed to be made to the existing code, but nothing too substantial. The most complicated part was the custom intersection check, basically a raycast to make sure your ship is lined up with a valid warp sphere. While a regular old raycast would work in most situations, planets are larger than any sphere part can go, so there's nothing to intersect with. Sure, closestpoint would work, but with a max range of 1000 studs, a custom solution seemed like the better option.
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​Target selection is rather straightforward - you toggle on the HUD that highlights your options, from planets to stations to jumpgates to wormholes. A simple right-click and it's highlighted - then all you have to do is align your ship with your destination. For that, we plan on two systems - manual, where you turn your ship until it intersects the valid sphere, and automatic, where your ship auto-turns towards the center of your target. Manual, of course, offers the greater flexibility when it comes to picking where exactly your ship will land, while automatic leaves the pilot free to fight off any pursuers chasing after them. Each should have their useful scenarios.
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The system is nearing completion, with successful jumps being made from spawn to planet, planet to planet, and planet to wormhole already. There are a few rough edges to clean up yet, but capital ships should be cruising the skies in no time.

​Another bit of code Idyllic worked in this week, was the thousands-separator for the credit bank. Nobody likes reading a bunch of zeroes trying to figure out just how much money they have, now you can tell in a single glance.
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For some reason roblox doesn't support adding commas in their string.format function. A shame, really.

​Lordrex made some changes to his flare code, this time adding a smooth transition from on-screen to off-screen.
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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: What will happen to the RoVerse Alpha Dogfight after the Capital Update Releases?

A1: We plan on uploading the Capital Update as a separate place, keeping the dogfight around as a classic game that you can play whenever you'd like. It has that fun arcade-y feel that I'd hate to lose.

Q2: Can we design different turret models for civilian and military craft to fit their themes better?

A2: Sure, we'll set it up so civilian craft pull from a different folder, if you want their equipment to look less militaristic and more industrial.

Q3: Will you be able to equip engines to unused turret slots?

A3: Uhh, no?

Q4: Will there be alternative modes of transportation between planets, like space guns?

A4: No. Your options for planet-to-planet travel are limited to flying your own ship, hopping in with a friend, or hopping on a transport ship. I recommend hitchhiking, its a great way to see the wonders of the galaxy on a budget.

Q5: Will the minimap use the new viewportframe system?

A5: Our radar is powered entirely by math, so there's no need to use viewportframes there. Planets might be a different story, but we'll keep a lookout for good uses of the technology moving forward.



​​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

    IdyllicDestroyer: Master of code, planetary creator and destroyer, and Space-Turkey Warlord. The myth, the legend, IdyllicDestroyer.

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