Hello everyone! Welcome to the 235th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week was all about testing. All the features we're going to have in the Capital Update have been added, now it is time to see how well it works, and patch the holes that aren't ready for public release just yet. The Capital TDM gamemode was handled pretty well, but there are a few things we're going to have to tweak to get it ready. Friendly fire appears to be enabled, which makes it very easy to kill your own teammates, and it is far too easy to get stuck on small bits of debris floating around, locking you in place. We'll add a little bounce to get you out of those situations. Enjoy a sequence of images from the initial testing of the Capital TDM gamemode. Spawning works, which is an important step of the process. A bit of variation may be required, to prevent ships from spawning inside of allies and getting stuck. Automated flak proved to be a very dangerous weapon in Capital v Capital combat. Shields work great! No more not knowing how much damage you're taking or how regenerating is going along. And we may have a small bug when ship wrecks hang around, two people can get credit for a kill. We'll be refining this when we code a system to share credit for kills in the near future. There also remains a few bugs related to the turret weight class menus that are being patched, but we're looking at opening up testing to a select part of the community this coming week. Stay tuned! 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 1pm and 8pm EST and earn double credits for the duration. This week in the dogfight there were 673 kills, 20 with auto, 106 with beam, 30 with laser, 15 with plasma, 9 with railgun, and 493 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 324 kills, followed by the Attarus with 147. The most dangerous map was Pillarum with 334 deaths, followed by Blue_Spaceway with 269. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 386 kills and 10 deaths and a 38.6 KDR; ManikuCalex with 187 kills, 12 deaths and a 15.58 KDR; and tygrys202 with 75 kills, 18 deaths, and a 4.16 KDR. They have unlocked the exclusive ship Nihilos Errata 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 79) Calexian Community Challenge Before the end of cycle 12, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. Destroying Outpost Turrets is going exceptionally well, with a count of 673 this week, bringing us up to 1627. The challenges are: Destroy 5,000 Outpost Turrets, and Destroy 2,500 Fighters. 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: Do the outposts in the Outpost Strike gamemode randomly generate each round? A1: Yes they do! We've had an outpost generation system for quite some time now, so when it came time for a PVE activity, it was the perfect choice. Each module of the outpost has specific connection points that can get a new module added on over a few loops, while it does collision checking with itself to prevent overlap. It also takes into consideration the number of people in the server, generating more modules if there are more players participating in the gamemode. This unfortunately led to some problems when there were too many people, that led to very-frozen 200 turret outposts, but we've taken care of that. Q2: Will gas giants be a separate server, or just in space? A2: After a lovely conversation in the discord community, some more details about gas giant planets have been hashed out. Early in freeroam, gas planets will only be orbs in the star system servers, like all planets, but once the planetary update gets rolling we'll definitely have gas giants be a unique and different location to place bases and colony cities, and collect rare and exotic gasses from a dangerous and foggy atmosphere. Q3: Will planets move? A3: No. Q4: Will there be a lot of variety and interesting stuff in each star system, or will it be a giant empty void? A4: We're going to try our best to make systems as interesting as possible. To that end, we've been developing a variety of asteroid layouts and biomes, points of interest from planets to nebulae to debris, and we plan on keeping things high-density with a chunk loading system that lets us have thousands of parts in a place, without killing everyone's computers in the process. 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! 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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |