Hello everyone! Welcome to the 151st issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week was another round of testing and bug fixes, with the team hard at work ironing out the last few problems forestalling release. Bugs fixed this week include a bank display error, a logic problem for ship purchasing, and a missing spawn point. The bank error was rather simple - the bit of code found on the internet had the bad habit of adding trailing commas onto the end of the number (,5,000,000) or putting 4 characters between them (,5000,0000) neither of which look very good. So back to working through the logic of a 10-line function to find that string.len was supposed to have a -1 on it. Good news, the appropriate number of commas are now added to your balance for easy reference. A logic problem in the ship purchasing system allowed players to spam click the button to purchase ships they either didn't have the funds for, or were faction locked. This obviously wouldn't do, so was modified to operate correctly. The beam fighter turrets have been modified from their original form, which moved a target around following the last raycast hit, to purely move the beam's attachment forward from the turret the distance of the last hit, so their effects should be more consistent, even with high-latency connections. A missing spawn point in one of the maps caused problems during a specific game type, but has been remedied. Theoretically, this means no more lockouts when trying to spawn in free-for-all matches. A problem with faction ship stats was causing problems when these ships were used, including being locked in place, not being able to roll or turn, and overall not working. Turns out that no stats had been set for faction ships in the data files, so quite a few defaulted to 0. Some fighters then did division with those stats, causing a divided-by-zero error, which worked about as well as you'd expect. This has been remedied by issuing placeholder values for all faction ships. Camera locations on some of the larger fighters weren't in the best of places, so those have been moved. The Blue Komodo, the Centuri, and the Iridium have been relocated to more agreeable locations. Let Idyllic know if any other ships are in unusable places. Faction fighters also attempted to load faction turrets from the file system, but not many factions have provided these turrets so the system didn't know what to do in this case. Adding a check to make sure this search doesn't error should be simple, but unfortunately there is no way to verify a path using FindFirstChild without nesting checks ad nauseam, so a function was created to verify any given path using a loop, which isn't as straightforward as it sounds. Regardless, faction ships now either grab their faction turrets, or default back to dev-created turrets if none are found. If you are participating in the bug testing and find a bug, be sure to send or tag Idyllic with a picture or gif of what's happening, as well as opening the F9 output window and finding anything highlighted red. 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 capital ship turrets be targetable and able to be disabled by shooting at them? A1: While a cool concept that was bounced around a bit early on, the engineering to do so isn't on our side. With fighters and capitals all moving at the same time, and guns blazing away every which way, it just isn't technically feasible to target individual turrets. On the largest classes of capitals, it could be possible, but the smallest capitals aren't much bigger than fighters and would be hard to hit at all, let alone specific locations. That leads to a difference in gameplay between different capitals without a good alternative. If capital gameplay is stale in the end, we'll consider this as an option to spice things up, but it is not a priority. Q2: Is there an order for the faction ships getting added to the Capital Update? A2: Not particularly, Idyllic has them all in a single rigging file, ready to be worked on, he just has to find the time to do so. The ones that have already been delivered should be rigged and ready by release, but might not be entirely meshed by then, as that is the most time-consuming part of the process. Q3: How many ships are planned for the Capital Update? A3: At least 7. There are quite a few default fighters, if you care to look back and count them, plus an unknown quantity of faction fighters and capitals. Q4: What is life? A4: That's a very good question. We should build a computer able to calculate the answer. Q5: Can we add custom skyboxes to our systems? A5: Well, making sweeping changes to the aesthetics of a system you don't technically permanently own isn't really something we'd support, but come to us with an idea for a system before release and we might make it a special location. Q6: Will you sell shield texture and engine trail effects as customizations? A6: An interesting proposal - while faction ship submissions would be allowed to submit their custom effects to match their theme, the option for selling different effects for default ships to solo players is a definite possibility. Q7: When will the Capital Update be available for public testing or open? A7: There are a few bugs left to correct before we can open the Capital Update Phase 1 up to the general public, so when those get knocked out the game will be opened up - first to the community, then the world. 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 |