Hello everyone! Welcome to the 155th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week was an auspicious occasion for a good chunk of our community, so we celebrated as any true patriot would - by blowing stuff up. In our case it was festive flak shells. After the celebrations died down, our development team tackled the last few problems in the way of our second public release. Patch notes for this week include the removal of infinite money as a round reward. Our economics professors ended up looking wistfully at the horizon when we asked them how it would work. Sorry guys, it just wouldn't work out in the long run. You now need at least two players to get any bonuses for winning KOTH. No more sitting on the hill and winning the full prize all by yourself. We're working on a PvE gamemode you can play solo, but you won't be getting free money. There was one pretty significant bug that appeared in the first rounds of testing that was problematic to say the least - every once in a while the killfeed would report that you've killed yourself. At a loss for how this could happen, lordrex dove into solo testing to test the specific circumstances surrounding this edge case, and this testing, combined with an output logging webhook, managed to fill in many of the blanks left from our closed beta testing reports. He and Idyllic managed to track down the culprit - an orphaned bit of code that should have been disabled - and put the bug to rest. The problem was that the client-side code that created the effects of other ships shooting at you, was also actually shooting at you. So in the very rare (not actually) circumstances that an enemy was shooting just a little off target, but on your screen they were still aimed at you, your client ended up shooting your own ship with someone else's turrets. But this has all been taken care of as of 7-4, and we'll keep monitoring just in case it isn't. Beyond the debugging, Idyllic put a little time into generating ellipses that could potentially be used in system gen or motion. Polar coordinates and sin waves are fun to mess around with. Whatever it is, we'll find something cool to use it for. There was a question about the accuracy of hitboxes for the various ships, and due to a prior misunderstanding they were thought to be 1x1x1 cubes, but this is not the case. The weapons do appropriately detect the ship's generated hitbox when calculating hits, though in the future we plan to refine their accuracy to better fit the shape of the various ships rather than a strict box. Fantastic news! Next week we will be opening Phase 1 up to the public for their enjoyment, and we will continue to add features as we work our way up to Capital combat, faction ships, and the many gamemodes we'd like to see in the Dogfight Alpha: Capital Update. Stay tuned in the community discord for any livestream announcements, links to the open game, and any other news that may come out this week. 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: How in-depth are planetary surfaces going to be in terms of features. I struggle to comprehend how our cities will come along on elevated terrain and whatnot, how resources will be harvested, how products will be made from said resources? It just seems like an overwhelmingly huge task. Will all forms of transport be available from trains and trucking, to freight ships, and aerial cargo? Would factions need to provide their own designs for such vehicles or would generic faction-less models be provided as apart of the main game? A1: Well, you have these lovely pre-genned planets with continents, oceans, magma fields, salt flats, mountains, etc. Colony cities will be placed somewhere on the surface, preferably with a lot of fairly flat area to expand into. The system we demoed already considers slope and avoids it. Resource gen will be pretty similar to asteroid fields, and it looks like only surface mining will be possible. Materials, like in space, will be taken back to a base for refining, probably by trucks or the same cargo ships from space. High speed trains for fast travel are only a maybe. Factions will be able to submit their own designs like with fighters and capitals, but we will have defaults that we use for development. Q2: Would it be possible to have backward facing missile pods which can lock on to fighters chasing you? A2: Sure, you can specify a rear-facing turret and make it a fixed variant. Q3: be honest, how much do you actually sit on a bench thou? A3: Not all that much, actually. Usually just when waiting for the bus. Q4: How hot is space? A4: Temperature is a measure of average vibration speed, which is pretty low when you don't have that many things to vibrate, like in space. That being said, space is a great insulator because of this fact - an object hit by light from a star has nowhere to release that heat, so it continually heats up, but the space itself lacks heat of its own. Q5: What is your grand vision? Your end goal? A5: I personally want to see the coolest planets Roblox has ever seen, full of living cities, majestic landscapes, fast vehicles, and hidden wonders, creating a fun and cool environment for players to be a part of. Planets are the farthest-reaching aspect of the game, so right now they're my end goal, but that doesn't mean when we get there there won't be something even cooler down the road. 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 |