Hello everyone! Welcome to the 157th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week was full of bug-fixing and looking towards the future, with the significant bugs from the release of Phase 1 being patched, and planning for what our next steps will be. The first and most important bug to patch was the slingshotting camera bug, that happened every time a new ship spawned. The cause was quickly identified and a fix was in the works the very next day. It turns out that whenever a new ship would spawn, there were two functions requesting that new ship's data from the server, which yielded the operation script of every client. This was updated with a spawn function, a very useful tool that is highly recommended. This patch did unfortunately introduce a race condition that caused limited problems for about 10 minutes, but that was also rectified. How well the system worked with 50 players, excluding the slingshotting, was a good indication of how robust our system is and looks good for future combat between a large number of ships. A small bug that popped up was boost only recharging while holding throttle, which was quickly remedied by a simple logic update. It hadn't appeared earlier because we only recently disabled deceleration while not holding throttle. This should all be taken care of now. Be sure to conserve that boost for when you need to make a quick escape. Radar range was debuffed a bit, since it really didn't help to be able to see people 2000 studs away if you couldn't even tell when someone was right next to you, and you can see people at a distance with the targeting selector. Now it should be much easier to tell where people are up close, and be able to turn in that direction to hunt them down. Beam turrets do a lot of damage very quickly and in quick succession, which led to an excessive number of hitmarkers appearing on your cursor and slowing down your UI significantly. This has now been capped to a reasonable number, preventing interface lag and letting you fire to your hearts content. A number of nil pointer errors have been pcalled, to prevent the server and client locking up when someone leaves at the wrong time or something unusual happens. This week, a few of the backlogged faction ship submissions have been rigged and imported, and will become available soon. First off, the much-anticipated Barrel - the pinnacle of Distrionian shipworks, the barrel is literally a barrel with wings. Good luck. Next up is the Luparan Goshawk, the pride of the Luparan space forces. The third and final ship added this week is the much-anticipated prize from the RoVerse Community Egg Hunt - Sails of Joy. And now the moment you've all been waiting for - who topped the leaderboard this week and earned a place among the RoVerse greats? ...and who didn't? Topping the list this week is Imaboss2122, better known as CZESŁAW GRZYBOWSKI in the discord community. In a stellar performance, achieving 242 individual kills, entirely with the Sentinel, while putting up a respectable 4.7 KDR. That's some quality piloting. The most used weapon this week was the auto turret, followed by railgun and laser, with a record 3 torpedo kills. The most-used ship for these 1273 total kills was again the Excalibur, with the Iridium and Sentinel following close behind, and the Dervish and Gladius putting in respectable numbers. The lowest KDR this week is Zer0xxs, with 2 kills and 26 deaths putting him at a solid .07 KDR. Keep trying, you'll get the hang of it eventually! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data Now that our initial testing is concluded, the ships have been raised to their official price and the grand opening sale has ended. Looking to the future, the next step is Phase 2 - the long-awaited Capital Update. Capital mechanics are well underway, and it is just a matter of combining them with this dogfight that remains. After that has been completed, we will be turning our attention to the next significant project - Freeroam. Freeroam drops players in the middle of the actual galaxy, where they can fly, mine, battle and explore to their hearts content as we continually add features to the game, from stations to factions. A big chunk of this work has already been completed, so we're optimistic about the schedule as we move forward. 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: Can we attack opposing colony cities to disrupt enemy operations there? A1: Definitely. We don't want cities to be static, untouchable scenery, but living breathing, changing environments where everything you do matters. Build a viaduct and have better transportation, destroy an office building or two to clear a path into the heart of the city. Q2: Can a Capital ship crash into buildings? A2: Probably, but I wouldn't recommend it. They probably will do more damage to you than you to it. Q3: If a Capital ship is killed, will it fall to the ground? A3: Definitely. It's not like they'd just float in the sky and do nothing. Prepare for debris raining from the sky! But don't expect it to kill everything instantly. Energy shields could be a possible counter. Q4: What is the optimal cooking temperature and time for a 12 oz serving of linguine? A4: At least 7 temperature units and at least 7 time units. Q5: Do you have a list of planetary features you're planning on adding? A5: Oh yes. Lots of fun stuff. We've talked about most of it in newsletters, but there are a few ideas we have that we're keeping close to our chests. Q6: Crew skills? A6: A very complex system for crew skills is being developed, where members of the crew practice over time and become naturally better at their jobs... Player practice. Any skills you bring to the table will make your performance in a ship better, not some arbitrary crew skill number saying you're that much better -you are the one that practices and gains skills naturally. Q7: Why did you scale down ships to a tiny scale? A7: Originally we had two specific reasons for the scale - lag reasons, that still exist, and render distance reasons, which have been nullified since roblox extended render range to 100k studs. Originally the render distance was 10k studs in any direction, which means things just vanished beyond that point, limiting the size of systems significantly. We even started working on a system to turn far-away objects into billboardguis right at that limit so you could see beyond it in a limited way. Lag is still a very good reason, as smaller objects are less intense on everyone, and much better when moving. Plus, we don't have to worry about characters floating around just being a mess in general. 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 |