Hello everyone! Welcome to the 193rd 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 developing the warp mechanics for Capital ships, adding the Capital Hangar to the game, as well as patching a few bugs that have been irksome in the Outpost development version. We've also decided to make the weekly community dogfight a weekly recurring event, since it has been so popular. More about that a bit later. The first bug up to be fixed with Capitals in the Dogfight was the fact that the Avenger's hitbox was tiny, rather than the size of the ship. This was because at some point, code was modified to 'work' rather than do exactly what we wanted. This worked for small ships, where a 1x1x1 hitbox was close enough to the size of the ship to work for collisions, but as we add larger ships, more accurate hitboxes become necessary. Don't worry about how your weapons have been working, the hitbox for weapons has been accurate since Phase 1 released, and is a different part entirely. A bit of experimentation was undertaken when it came time to develop warp mechanics. Warp is such a vital part of the game experience that a quick and dirty solution just wouldn't do it justice. Ramping up ship speed to 1000 and launching you uncontrollably across the map is one thing, but doing that over and over again as you cross system after system would certainly get boring. With that in mind the effects of the warp, both how it works and how it is visually displayed, must be perfect. With that in mind, Idyllic tried out a few ideas. The first version started with a picture. How many movies have we seen where a ship jumping to warp speed stretches out to the horizon before snapping away with a woosh? And if we are going to so much effort to mesh all the ships, why couldn't we stretch them out in some way? So the experiments in code commenced. Since warping is a mostly hands-off experience where you set a destination and the ship takes you there, we tested out a bit of code that leaves the players camera behind for a few seconds, to really experience that vroom as the ship flies off into the distance. A good start, but not snappy enough. Now to stretch the ship... Hmm. Not good. It was easy enough to stretch the ship out, but nearly impossible to match the stretching to the speed of the ship. Even if the speed was constant without any acceleration, the rear of the ship doesn't appear to remain in place while the front of the ship flies off at warp speed. Apparently the movies have access to technology we just don't have in Roblox Studio. If anyone has any ideas how the effect could be implemented, let the dev-team know, but until we find a solution for that, firing ships off at high speed may just have to look like a ship moving really fast. In a late addition to the dogfight is something that had been bugging Idyllic for quite a while - the Avenger chilling out in the fighter hangar that it very clearly didn't fit inside. That is no longer a problem. The Hangar has been in the game since the beginning, but it was tied up in a bunch of code with the old ship modification guis that had to be disconnected before it would work. A quick note, you won't be able to just select a Capital ship at any time in any gamemode, but rather only in specific gamemodes where anyone can, or you are specially selected to be a Capital ship, like a juggernaut round. Another bug patched this week was the Frostland Asteroid hitboxes, which were returned to default collisions instead of box collisions. Now you'll only crash into the rocks half as often as you did before. The second edition of our new probably-weekly Community Dogfight Event was held earlier today, where members of the RoVerse community come together in the dogfight to blast each other out of the sky in a hail of lasers. This week, 26 members participated in the event, and we had just as much fun as last time, so we're looking forward to making it a weekly event. Here are some pictures from the event for those that couldn't make it to enjoy. This week, there were 205 kills, 98 with laser, 47 with beam, 26 with auto, 24 with railgun, and 10 with plasma. The outpost killed 12 ships. The most popular ship was the Excalibur, with 97 kills, followed by the Cardinal with 38, and the Jaltrius with 22. The most dangerous map was Frostland, with 53 deaths, followed by Pillarum and Blue Spaceway, with 40. And now, the moment you've been waiting for... The three players that topped the leaderboard were TheCandyVanMan, with 38 kills and 24 deaths and a 1.58 KDR; CptJaller with 31 kills, 11 deaths and a 2.81 KDR; and Phaytox with 25 kills, 15 deaths, and a 1.66 KDR. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 37) 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 is the RoVerse response to the coronavirus pandemic? A1: We're washing the dogfight off once an hour. Honestly, though, we're trying to bring the community, of which many are stuck at home, together for events and discussions to keep away the quarantine blues. Q2: Will there be a RoVerse Egghunt this year? A2: Development is ongoing, so I certainly hope so! Q3: Will there be an in-universe egg hunt when freeroam comes out? A3: That sounds like a fantastic idea. Exploring the stars, crossing the galaxy to find the rarest of rare eggs, fighting off pirates and enemy faction ships to get there first? Wonderful. Q4: Pillbox turrets instead of exterior-mounted turrets? A4: We devised a way to do that with the current turret setup that involved moving the pivot locations inside the ship, perhaps Idyllic can mock that up for next week. It definitely seems possible as an aesthetic change, but we'd need a good reason to make an entirely new class of turret.
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 |