Hello everyone! Welcome to the 259th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week we wrapped up the live challenge stats menu code, which you can try out today in the Alpha Dogfight, and amidst out work on secret but important stuff, we worked on a small side project involving simple planets, that could very well make its way into Freeroam. Let's get started. Last week we had the first half of the Live Challenge Board done, with the menu layout and the updating system in place, but we were stuck on the datastore portion of the system. Our original Datastore module is great at storing player data, caching info to be accessed quickly and updated easily. Unfortunately, this system was only good at saving player data. Everything was tied to a player id, in multiple places, making edits to it a lot of work. So Idyllic was faced with a decision - spend a long time editing this system to accept global data, hack a fake player to store this info, or make a lightweight normal datastore system to run in parallel. We chose the third. The menu is accessible via the Info button in the top left menu bar - the 'i' icon in a circle. It is accessible both in the hangar and in flight, and should update live as you get kills. Data streaming in from other servers updates a bit slower, but won't overwrite anything. It has been a long time since we've talked about planets in the newsletter, hasn't it. Well Idyllic took a much-needed break to work on an idea that has been bounding around for quite some time and get it "on paper" so to speak. It involves the hexagonal grid that will cover planet surfaces, dividing them into individual cells for factions to vie over in their quest for territory. This project pushed that further than the neon glowing outlines we've had in the past, updating inefficient code and using new coded unioning features to make the hexagons individual units that can be selected, as well as a few lines of code to do the selecting. Here's where we're at: A placeholder planet, with 4000 or so hexagonal cells covering the surface... And a selection system that follows the mouse. Faction leaders in their command mode will be able to look at any given planet, select cells to view information about it, and direct troop movements from afar. We also ended up with a few cool pictures from the cell generation process. For those of you in America, it is a very special weekend. We wish you all a happy 4th, and remind you to only blow off however many fingers you can spare. After the past year, it is definitely time to celebrate a little. This week in the dogfight there were 149 kills, 7 with auto, 0 with beam, 4 with laser, 83 with plasma, 5 with railgun, and 50 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 124 kills, followed by the Excalibur with 11. The most dangerous map was Pillarum with 91 deaths, followed by Blue_Spaceway with 52. And now, the moment you've been waiting for... The three players that topped the leaderboard were IdyllicDestroyer, with 79 kills and 12 deaths and a 6.58 KDR; FangABXY with 53 kills, 2 deaths and a 26.5 KDR; and Screech9791 with 16 kills, 5 deaths, and a 3.2 KDR. They have unlocked the exclusive ship Cosmos Novikov 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 103) Calexian Community Challenge Before the end of Cycle 15, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. The challenges are: 6000 Outpost Turrets, and 3000 Non-Torpedo kills. 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: How many different types of ores will there be? A1: A good number, I'd expect. Not so many that you cant keep track of what does what, but not like 3 either. We'll be workshopping this idea all the way through launch, most likely, as we work out what resources are needed to construct various ships and structures. Q2: What determines the amount of ore or material needed to build a given ship? A2: A similar system to the one that determines cost in the dogfight, with volume included in those calculations, most likely. Q3: Can we have different weapon colors on the same weapon type? A3: We might consider allowing you to customize the colors of your weapons somewhere down the road, but that won't necessarily be a priority. Factions will be able to do custom effects, but that would be on a per-weapon basis. Q4: Could we make a ships shield flash a different color? A4: Ship shield meshes are made on a per-ship basis and included in the ship model. If it's that important to you that your ships flash a different color, that could be arranged. 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 |