Hello everyone! Welcome to the 216th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, heavier turret variant development has continued, moving on to the Conventional turret class line, and Capital turret alternating has at long last received its final polish. With the capital missile tube line wrapping up, it was time to move onto concept work for the conventional turrets. Currently, the conventional line consists of a very neat turret that Saet'zar put together that uses way too many spheres and negations and trick to try and replicate, but we will do our best to make the larger versions seem like a continuation of the series. The heavy conventional turret, which is currently being used as a flak turret on the military outpost that you may recognize from the outpost strike gamemode, doesn't fit the line at all, and will be replaced. The goal with conventional turrets is to be reminiscent of battleship turrets, and give the impression that huge shells are being launched at ridiculous speeds over vast distances. With that in mind, we've created the above concepts. After building the mockups, we realized that we may have been a bit overzealous in their size, as they absolutely dwarf the heavy laser ball turret seen to its right. Also, as seen below, it is way too big for even XL Capitals. So we'll be scaling them down a bit as we finish up their detailing. As an aside, they look fantastic on an XXL capital, but that will require a larger turret class down the road. We told you about a bug we encountered last week with turret alternation, where the second shot from the second barrel would launch sideways in the wrong direction. I bring good news - this has been rectified. A few poor coding decisions led to a web of tangled code that re-did a lot of work over and over, and caused an error in the aim code to interfere with the fake projectile. Now, the barrel is selected almost immediately, used for aim calculations, and then passed onward to the fake and real firing functions. On the plus side, this will also work for any number of barrels we want to add to a turret, within reason. The community dogfight continued again this week, with members of the community coming together to blast each other out of the sky. Here are a selection of screenshots from the event - send in your own if you have them. Join us next week at 8pm EST and earn double credits for the duration. This week in the dogfight there were 62 kills, 48 with auto, 33 with beam, 13 with laser, 23 with plasma, 0 with railgun, and 62 with torpedo. The most dangerous ship was the Hayabusa_III with 47 kills, followed by the Washi-0_1 with 39. The most dangerous map was Pillarum with 116 deaths, followed by The_Great_Hollow with 27. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 89 kills and 15 deaths and a 5.93 KDR; IdyllicDestroyer with 43 kills, 52 deaths and a 0.82 KDR; and redknight378 with 23 kills, 24 deaths, and a 0.95 KDR. They have unlocked the exclusive ship Elysion Lethe in the Alpha Dogfight. 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 60) 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 Several bounty-related questions came up this week: Q1: Who pays for the bounty? Will it cause inflation? A1: Credits are 'paid for' by the destruction of the ships you attack, so there is always a credit sink removing credits through this system, not just a faucet. Contracts will involve factions and players playing money directly on another player, so that money is covered. Q2: What's to stop you from clearing your bounty with a cheap ship? A2: There really isn't much to stop you. Your bounty is created by the cost of ships you've destroyed, so the credits are already in transition, whether a hunter finds you with a cheap ship, or the largest capital available. Their bounty, however, will depend on your ship. Q3: Will bounties go away over time? What if the player never comes back? A3: Bounties of inactive players may be removed from the bounty boards for efficiency's sake, but the money will never go away. Hold onto that old bounty, and perhaps one day you find them and reap the profits - the choice is your own. Q4: How many bounties can you hold at a time? A4: There will be an inventory limit to how many active bounties you can be looking for at once, so that it isn't a matter of collecting them all just in case you run into someone. We want it to be a direct decision of the player to hunt someone down, not always an accidental encounter. Q5: What if you hire a close friend to claim your bounty and split the profits? A5: There really is no way for us to track and counter this, short of tracking all your friends and who you've been allied with for all time. Bountywashing may be possible, but we'll do our best to make it unprofitable. Q6: How will tech trees work? Is it upgrades only, or are ships locked? Is it per player or by faction, or both? A6: Fantastic questions. As we finalize the design for tech trees, we'll do a full explanation and demonstration, but for now I can answer the rest of the questions - tech trees for an individual player will be ship upgrades, improved weapons, and eventually improved structures and vehicles for the ground. For a faction, if we ever add new stuff, like different station types, structures, or ground buildings, they will be unlocked by research stations on a faction tech tree. 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 |