Hello everyone! Welcome to the 236th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week we've continued testing Phase 2, patching a variety of bugs that were ruining gameplay, as well as added a few new features to improve the experience. First up is a problem we had with projectile randomly arcing in the wrong direction when fired, then continuing on in the direction they were supposed to. Our initial guess as to the source of this problem was a problem with velocity being conserved between shots, which turned out to be correct. With the arc solved by setting velocity to zero every time a shot is fired, the next problem materialized - Conventional shots were not visually hitting where the raycast actually said they were. This problem turned out to be a problem with the velocity of shots - the projectile was moving significantly faster than the raycast thought it should be. Testing this out involved attaching the camera to a bolt, which was kinda neat. The speed was fixed, and also increased so it felt like it had more oomph. Might be useful somewhere down the line when we have a single-shot sniper you want to track for long distances. Next patch was a fix for the Recharge Shield mechanics, which were spamming events every frame, instead of triggering once and waiting until needed again. This has been fixed. A neat feature we quickly added after testing was team-specific skins for Bolitho in Capital TDM. Now there will be no question which team you're on when firing blindly through clouds of flak debris and the explosions of Capital ships all around you. In the same vein, gatecrash rings are now colored on radar, to help players figure out which direction they need to be heading during the gamemode, provided they can remember which team they are on. This update is live in the Dogfight now. And for the huge list of bugs patched that don't make for good pictures:
And a change that wasn't a bug, and also isn't great for pictures:
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 488 kills, 22 with auto, 0 with beam, 237 with laser, 11 with plasma, 13 with railgun, and 205 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 202 kills, followed by the Gladius with 171. The most dangerous map was The_Great_Hollow with 206 deaths, followed by Pillarum with 204. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 244 kills and 31 deaths and a 7.87 KDR; PreadaterX51 with 222 kills, 53 deaths and a 4.18 KDR; and tygrys202 with 26 kills, 17 deaths, and a 1.52 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 80) 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. We've fallen a little behind pace in the Outpost Turret category, not quite hitting the 3/7ths target this week. We'll need to pump those numbers up if we're to complete the challenge. Fighter kills is right off. 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: Why is there such a significant drop off in speed between Light and Medium fighters? A1: The balance of stats between each of the fighter classes is a delicate balance between each of the 5 categories. Speed and agility see a sharp falloff, while armor and shields increase drastically in compensation. Light fighters are meant to be the quickest, most agile ships around, but made of tissue paper in a fight. Q2: Will fighters have horns? A2: Like the beep beep kind, or the mooooo kind? Probably not. Ships will likely just bounce off each other when they get in the way, rather than using a horn. 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 |