Hello everyone! Welcome to the 184th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week saw further advancement on all things planets, from an upgraded city generation algorithm to vehicle exiting. There are as yet a few bugs remaining, but as always exciting progress! First up, the new city generation system. Last week, we showed you a randomly spaced selection of buildings that were nearly impossible to traverse by vehicle. This just won't do for official RoVerse-grown cities. One of the basic types of city generation we plan on supporting, the gridiron, has seen its first few iterations. Starting with a simple square grid, we then removed random intersections to add to the variation, added randomized diagonal cross-streets, and trimmed it down into a circle. Each of the 16 intersection types have a special case, from dead-end roads to three-way intersections to corners. Roads are now sized appropriately for vehicles that will be driving down them, from tanks to jeeps to anti-space artillery. Another impressive update to the flight system involved rending ships on the client, even when they're in character mode. While before the ship positions were correctly replicated, there was no code running on the client to make them visible. Now, it works! In a rare first-time success, a bit of code was added by Idyllic that didn't break the first time it was tested. This immediately led to ships flying in formation, and the proposal for a trick-flying competition. These are not just coded ships flying in a line, these are real players buzzing through the sky, ready to rain hell on those below. Ships running into vehicles is still a bit touchy, but we have ideas on how to solve the flinging problem. Until then, take a truck for a drive through space, just watch out for the landing. This week there were 15 kills, 8 with auto, 1 with beam, 5 with plasma, 1 with railguns, and 1 with autos. The top ship was the Excalibur, with 6 kills, followed by the Hummingbird with 5. 5 different ships achieved at least 1 kill. The most dangerous map was Frostland. The leaderboard topper this week was Imaboss2122, with 6 kills, 3 deaths, and a 2 KDR. There was a tie for second between 15robloxj with 3 kills, 0 deaths, and Kronos_Tempori with 3 kills, 5 deaths. Keep it up pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 28) This week is also the end of the fourth Championship cycle! This cycle, there were 1800 kills, 1045 of which came from lasers, 298 from auto, 182 from autos, 155 from railguns, 107 from beam, and 13 from torpedoes. The top ship was the Excalibur, with 240 kills, followed by Iridium at 153 and Equinox Interceptor at 135. 41 ships were used to get a kill, amazing! Overall, there were 267 players who played the dogfight. The approval rating has maintained at 81% positive. There have been 101 likes, and only 23 dislikes, with 221 favorites. Of the 267 players, 60 managed to snag at least a single kill, and 84 died at least once. We have some cool graphs this week documenting the weekly use of the various weapon types. Check them out! Laser has taken a dominating lead this cycle, and plasma has fallen quite far. Very interesting data... The Grand Champion of this series, and the one taking home an exclusive ship skin is... devOmegax! With 269 kills and 194 deaths, they put up a KDR of 1.38. Congratulations on the victory! Second place goes to NOVA with 250 kills, 21 deaths, and a whopping 11.9 KDR. Nice work! The highest KDR belongs to Nova, with a 11.9, followed closely by Kronos_Tempori with an 11.81 KDR record. The lowest KDR is by Ashleypoprocks123, with .01, dying 57 times to one kill, narrowly edging out animelegend98 who died 43 times to one kill. The highest Developer KDR has returned to normal, with Juszl snagging a 3.0 KDR - 33 kills and 11 deaths. If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Championship Series 3) 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: Randomly generated clouds? A1: Ideally. Q2: Species-specific atmospheres and suits/rebreathers? A2: Unlikely. That would really put more restriction on the game than it would add to it. You'd have to worry about clothing and atmosphere types, whether your species could breath naturally or not, it'd just be a mess. Plus it'd be a bit challenging to code. Q3: Whats the biggest problem with tiny scale planets? A3: There are quite a few problems being tiny causes, and with the upgrades Roblox has put forward not many positives in exchange. Characters slide around pretty badly, raycast hitboxes are a bit less accurate, textures are gigantic... there's a lot. 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 |