Hello everyone! Welcome to the 180th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has continued working on the Outpost Strike gamemode we talked about last newsletter, with significant progress on its functionality, and Dev Galbotrix has rejoined the dev team and has gotten right to work on remastering the default handheld weapon models he originally made for the game. First up we have the weapon remodels, visible here as a comparison between the old ones in the top row, and the new models in the bottom row. Since these guns were built, studio has changed significantly - the originals were built just after CSG arrived and was the hottest trend. It allowed some cool new designs, but was very inefficient with polygons. The new models have been built from triangles directly, for better control of aesthetics, and also reflect 2 years more practice on the part of the builder, Galbotrix. Here you can see the bizarre normal smoothing typical of CSG... ...and a much more respectable triangle design. When we last left the Outpost Strike gamemode, Idyllic had managed to get the outpost generator system working in a gamemode, generating a random outpost configuration every time a round began. This week was focused on getting the turrets firing, which involved both a bit of copy-paste from the Capital version, and a few tweaks to get them to work in this new scenario. In the Capital demo version, the anchor points for all the turrets were already placed, and the outpost was already generated. In this version, an outpost and its turrets are generated randomly, which required a bit of code and a bit of formatting on the modules. Formatting and additional code complete, the first test firing was promising. The turrets, all technically Conventional, could rotate and fire, but could not see any targets. So Idyllic set about modifying the code to work with the dogfight format of ships. That code, and a patch for a turret duplication bug, and the outpost was ready for another test. Success! The turrets can now track a target and fire at it! Next up is changing the turrets from Conventional, which is an anti-capital turret type, to Flak, an anti-fighter turret type. Flak bolts explode after a short period of time, spraying an area with shrapnel that shreds small spacecraft, making it exceptional for defending structures against squads of attack fighters. With the technical details figured out, we could turn off the flak damage indicators and see how they looked with just their effects. With a reddish skybox like the Pillarum map, flak effects are a little hard to see, but that should only add to the excitement and danger of attacking a fully armed and operational battle station. Next up is making the flak explosions damage fighters, and allow fighters to damage and destroy the outpost turrets. This week there were 65 kills, 31 with auto, 17 with beam, 16 with railgun, 15 with laser, 12 with plasma, and 4 with torpedoes. The top ship this week was a close race, with Excalibur narrowly edging out Shattered Wing, 26 to 25 kills. The Sentinel was also in the running at 23. Frostland was the most popular map this week, with 43 kills. The pilot topping the leaderboard this week is... Imaboss2122 with 35 kills, 3 deaths, and a 11.66 KDR. Keep it up! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 24) 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: What countermeasures will ships have for countering homing missiles? A1: The primary counter to missiles in general are flak turrets. Much like they tear through fighters, flak explosions shred missiles in flight, destroying them before they reach their target. For fighters, their best bet for countering missiles will be fancy flying, with consumable flares coming in second. Q2: Will there be a doctor profession? A2: I'm sure combat medic will be a vital part of any military force in the planetary update. As for a doctor, healing the wounds and natural illnesses of time? Probably not. Q3: If two factions want to colonize a system, who gets control? A3: There's no one event that determines that one faction owns an entire system. It is a concerted effort of establishing infrastructure while destroying opposing forces that determines ownership, not pressing a button that says 'claim.' Battle it out or strike a deal, it's up to the two factions. For colonies specifically, two cities from different factions can exist on the same planet at once. Q4: Can Factions be added after the galaxy is initially colonized? A4: Of course! After the freeroam phase and the initial factions are added, there is nothing stopping new ones from popping up, but they will have to fight a bit harder for territory. 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 |