Hello everyone! Welcome to the 135th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. Lordrex has been modifying the lighting system, to locally load the lighting conditions for the individual player, while Idyllic has worked on the weapons code we showed off last week, and messed with the gimbal-turret aiming system. Skinny, meanwhile, is still hard at work on the MQF, a sorted list of every newsletter question asked and answered, not just the frequent ones. You may have noticed in a few of our menu screenshots that the hangar lighting sometimes looked a bit weird. One map in particular is lit bright green, which works fine in the darkness of space, but in the confines of the hangar it is particularly bright. This just wouldn't do. Luckily, you can make changes to lighting locally on the client, without affecting the lighting for everyone else. Much like the hangar loading in locally and being invisible to everyone else, when you're in the hangar you can have the default lighting scheme, while once you load into the map, the space lighting scheme. Idyllic has been working on the code that makes the fancy weapons debuted last week actually function. Last week was the fancy visuals that show when the shot is going, but that's only on the client - the real work goes on behind the scenes, where rays are cast, hits are detected, and damage is doled out. There were a few bumps along the way, with a labyrinthine trail of server events and client events and event listeners not doing what they were supposed to, but progress is being made. Every new twist and turn mapped out is one step closer to a functional system. A small function was overlooked in the update from one ship with a dedicated list of mounted weapons that were not modifiable, to the current system that is modifiable. But our main man Idyllic was able to fix that right up, once he managed to find the problem. There are a few more bugs to work out, but getting firing replication up and running again is on track. An update on what skinny has been up to - some of you have been around long enough to remember when the FAQ was short enough of a list to reference when you had a question. After 135 newsletters, though, you can imagine that list got quite long. To fix the usefulness of the FAQ page, we cut it down to the actual important questions that everyone asks us a few months ago. But we still wanted those answers to be available to those that were curious - skinny has taken on the task of assembling them all, editing them with the most up-to-date information, and sorting them into categories. You'll be able to search for specific terms, find questions about different categories from planetary combat to faction operations. This week, he is officially up to question 111, after losing a bit of progress to a file error. We'll keep you updated on his progress, and let you know when the MQF is available to the public. 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 you be able to hack fleet messages in the chat system? A1: While an interesting mechanic, unfortunately it would have the side effect of driving players to other chat services, like discord, instead of using insecure and unreliable in-game chat systems. So that's going to be a no. Q2: Will there be in-game voice chat, audio commands? A2: In the unlikely event that roblox adds an in-game voice chat feature, you can use it. We will not be coding such a feature, as we'd likely get banned for it. Use discord or teamspeak. As for issuing prebuilt audible cues to the game, that is a feature we could look into. Now everyone in a system will be in voice chat, and having a way to caution wayward cargo vessels from getting any closer, or call on local support in defense, could be useful. Q3: Will there be a beep beep when you're locked on by a rocket? A3: Sounds useful for the homing missile variant, some sort of indicator, preferably both audio and visual elements warn of your impending doom. We learned our lesson about just audio indicators with the original hitmarker sounds. Q4: Will there be different types of shields or defense on ships? A4: Destiny has an unusual elemental shield system, where matching types do more damage, but I think that's a bit too complex for what we're doing here. Your defense is broken down into two categories - shields and hull. Shields recharge, hull requires physical repair, each having their own weapon-type advantages. Q5: Will fighters get beam turrets? A5: Yep! They're in the works, but work a bit differently than the projectile-based weapons, so more work has yet to be done. And we want the effects to be stunning too, as you glide across the surface of a capital ship leaving a burnt scar across its hull. Q6: Will there be a global map that lets you set routes to specific destinations? A6: Sounds like a useful feature. Travelling from system to system currently is a bit confusing, if you don't know which system name you're looking for, so a feature that adds a waypoint over the wormhole you should be taking would be handy. Luckily wormhole travel distance isn't considered, so we'd end up with a simple grid maze calculation, rather than the traveling salesman problem. Q7: Any chance you would release the fighter updates prior to adding capitals? A7: The way things are working out, we may be able to take the capital update in steps, starting with the fighter updates, then adding in specific capital game modes, and expanding from there. There are still some things that need completed before we release anything though, but fighter stuff is all at the top of our list right now. 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.
|
Archives
January 2023
Categories
All
AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |