Hello everyone! Welcome to the 152nd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week saw another round of testing Phase 1 with several significant bugs getting fixed, including the targeting bug between rounds, a few loadout errors, and some high-fire-rate turret lag mitigation. Testing is going well, and release gets closer with every round - time to get excited! There was a slight problem with our spreadsheet formulas that caused a ship's max boost speed to be pulled from the row above, which probably would never have been noticed except that the Danube, with a base speed of 15, received a boost speed of 55, which was particularly excessive. This formula error has been remedied. The largest bug fixed this week was a problem with targeting. After a round, the targets would remain visible through the hangar, and the next round you would be unable to target-select anyone. This problem perplexed Idyllic, but was eventually traced back to a problem with clearing ships after a round ends. In the event that you killed someone in a round, their ship would not get cleared at the end of the round, causing the problem; if the next map was the same, you could actually fly up to the ship corpse in the next round. In the rare case of solving 4 reported bugs with a single fix, Idyllic patched the round clear issue and all the problems have disappeared. A certain faction ship with no weapon mounts brought up another problem - when the player attempted to edit its loadout it would break slightly, but that was resolved. The easy route would have been to disable editing the loadout for that ship, but that would have also locked out any skin modifications as well, and that just wouldn't do. So we dug deep, added a case for turret-less ships, and worked the bug out. The chat tag given to players assisting with testing - [Alpha] - turned out to be confusing since there is also a team named alpha, has been changed. The temporary tag is now α for clarity. Loading out an entire kit full of beams or autoturrets to a ship with 5 or more mounts was causing excessive lag with their high rate of fire and number of turrets firing concurrently. A remedy has been put in place for autoturrets that balances responsiveness with number of projectiles fired. We'll see how well it works and go from there. Missiles were set to fire once every second to test whether someone could hit anything with them or not, and ensure they did the appropriate damage. Since these issues have been confirmed operational, their fire-rate has been reduced to their intended value, but not before some testers had a bit of fun with absurd loadouts. Lordrex has added the ability to mute the in-game combat music, so you don't have to mute the game audio and lose the feedback of someone shooting at you. While we respect your decision to not have a constant dun dun dun dunnn dunn dunn going in your ears, we invite you to reconsider at any time. He also turned down the extreme lighting effects that have run rampant since the lighting system was automatically switched from legacy to fib. There should be minimal blinding effects moving forward. And for the last time, I swear, commas in the banking system have been fixed. Turns out the problem all along was that it was appending the currency symbol before adding commas, so it considered the symbol part of the number. Now it works perfectly. On the topic of Faction ships, Idyllic has received such a flood of submissions that he has decided that setting up a plugin to do the mundane parts is a necessity, both to simplify the process and to prevent mistakes from being made. So this week, on top of patching bugs, he has also been working on creating a shipyard studio widget to help out. It's still in its infancy, but should have all the features we need in no time. It's remarkable how easy building widgets is, it's just like coding a gui. 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 multiboxing be a problem in RoVerse? A1: There isn't exactly much we can do to stop them, but certain features are set up to make it more trouble than it's worth. With weapons having travel time and not just automatically shooting at selected targets, and weapons stopping firing when you leave the screen, combat is pretty much out of the question. If you want to fly two ships around systems with twice the danger and half the attention, then they can surely try. But beware. Q2: What is the max crew on a Capital? A2: While the confirmation for multi-crews is still up in the air, in the event that it does there should theoretically be no maximum to the number of passengers or crew manning turrets, just the server limit. You could theoretically all board a single capital, fly to a system, then all deploy in fighters and strikecraft from there. Q3: Can we have radar that scans entire systems at once, or a module to do so? A3: Unfortunately, no. We want systems to feel big, and retain some measure of mystery - there would be no point to busing secret stations or having pirate outposts if you could immediately see where everyone is. We will offer modules of some sort to boost range, but it won't be the entire system. Q4: How will factions store resources? Will HRs have a bank to give loans from? A4: Basically, yes. Resources will remain as physical as possible, remaining persistent throughout the game so you actually have to ship the metals to build stations across the galaxy to use them. They can be stored in outpost modules or on stations, but always risk destruction. Credits, on the other hand, are less physical and can be doled out as factions wish. Q5: How much emphasis will there be on exploration? A5: We are looking to create a good amount of exploration opportunity for both solo players and factions, from unique and interesting system configurations, to teams looking for the rarest of resources available in asteroid fields. When planets are added, there will be a lot of exploration possible, 835 planets is a lot of territory to cover. 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.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |