Hello everyone! Welcome to the 194th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week we have continued working on warp mechanics for Fighters and Capitals, various bug fixes for various bugs, and Skinny has contributed the finishing touches to warp effects. A bug became apparent when we implemented the Avenger into the Outpost gamemode - turret shots were converging much closer to your ship than where you were aiming. However, the raycasts that drive damage were hitting the spot they were supposed to hit. A very unusual situation. After diving into the code to track down the source of this inaccuracy, and by adding tracers to the guns of a ship to see exactly where they were pointing at all times, the bug was found to be a problem with the bit of code that is supposed to constrain turrets to only shooting forward in a cone shape. Disabling this bit of code corrected the bug, and fighters now show visual shots in the absolute correct location rather than in the general location. This should fix a few aiming problems people had with bullets not hitting their targets. We will turn on the constraint for turrets in the future, but for now this feature is disabled. Over the past few weeks, the dev team and a few members of the community have been refining the warp mechanics and visuals. Today, we are proud to say that the visuals and mechanics have been implemented on the first fighter. It was only fitting that the ship used to demonstrate warp effects at such a long time ago, would be the first ship to receive the actual working effects. The proof-of-concept visuals, that used the only thing available at the time - particle emitters; and the latest effects that make use of beams. There was a bit of debate about which direction to take these effects - on the one hand keeping things simple and subdued is easy enough to do, and doesn't get in the way of activities you may be planning while warping across a star system. On the other, there are some really cool effects possible that make space games stand out from the common tropes of warp effects. Striking a balance between the two was imperative. The current effect started life as a wormhole effect designed by Ved. In his usual fashion, it consisted of far too many beams pushed to their limits, creating an interesting, if not pretty, moire effect on the screen. Many edits were made along the way - different colors were tried, different intensities tested, combinations of other effects were attempted. In the end, we went with a light energy pattern from the wormhole effect, with a high-velocity dust stream to strongly imply the speed the ship is traveling at. With the effects complete, it was time to rig it up to the warp mechanics we demonstrated last week, minus the failed stretching experiment. There does remain a bit of an issue with the camera stretching very far back when going at high speed, that we intend to resolve in the coming week, but overall we are happy with how the effects turned out. The third week of our very-likely-weekly Community Dogfight Event was held yet again this week, which is starting to trend towards a pattern. Members of the Community and abroad got together to blast each other to bits in the chase towards the top of the leaderboard and the chance to win this cycle's exclusive reward ship, the Veptor. This week, we had 17 dedicated pilots arrive for the fun. Here are some action-shots for those who couldn't make it. If you have cool screenshots on your end, we'd love to add them to the collection. This week, there were 545 kills, 171 with beam, 153 with beam, 98 with auto and plasma, 19 with missile and 6 with railgun, and 10 with plasma. The outpost killed 13 ships. The most popular ship was the Excalibur, with 353 kills, followed by the Hex with 59, and the Cardinal with 29. The most dangerous map was Frostland, with 135 deaths, followed by Pillarum with 106. And now, the moment you've been waiting for... The three players that topped the leaderboard were Onigo, with 244 kills and 13 deaths and a 18.76 KDR; Phaytox with 44 kills, 31 deaths and a 1.41 KDR; and daftcube with 38 kills, 22 deaths, and a 1.72 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 38) 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: Will players be able to carpet-bomb colony cities? A1: We do intend to implement bomb weaponry as a variety of mine when planetary gameplay arrives, which could, in fact, allow players to carpet-bomb locations. There was a bit of discussion in the community about the differences between carpet-bombing and orbital bombardment, with the distinction eventually being that carpet-bombing would be undertaken by fighters or other large-small spacecraft flying close to a city and dropping ordnance, while orbital bombardment would imply a capital ship at a distance raining fire on a city from a high-atmospheric vantage point. Each could have their uses, as well. 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 |