Hello everyone! Welcome to the 264th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Jamber got the team all set up with a github for the Beta and modified some UI to work with different sized screens, Idyllic patched some errors, and improved the Outpost Strike target selection code. Jamber started off the week working on making our UI mobile-compliant, by making sure everything scales with screen size, instead of defaulting to the specific size set by Ved when he first drew the guis by hand. Starting with the Loading screen, we'll be working on the rest of the UI in the future, as its an important feature not just for mobile support, but also for general appearances on PC as well. His second project this week was setting up a RoVerse Github Project, so we can commit changes and merge different branches much more easier than we have been. So far it has been quite the change to our normal process, but we'll get the hang of it in no time, and be collaborating on the Dogfight in no time. As part of this process, a few things in-game had to change - unfortunately some of the ship names had to be edited so they can be exported, since they contained illegal symbols for file names. Instead of quotation marks, we'll have single quotes, and instead of forward slashes, we'll have hyphens. We'll make sure no one loses their purchases because of this change, so dont you worry. The biggest announcement of the week is upon us - the Dogfight Alpha has a new system for targeting Outpost Turrets in Outpost Strike. This feature has been on our wishlist since the gamemode debuted, but it was a difficult puzzle to unravel. But good news, we've pulled it off and it looks fantastic! What's that, off in the distance? A cluster of enemy ships? No, those are outpost turrets! That's right, instead of a giant intrusive diamond shape obscuring the thing you're shooting at and in general not doing much at all in the way of locating enemy turrets to destroy, we've integrated the target selection system so that you can easily locate, track, and destroy every target in your way. Being fully integrated, the tracking system will show you when the selected turret is off-screen, and which direction it is, as well as its current distance away from you while on-screen. Eventually, it'll also be able to show you what type of turret you're approaching, when there are more than just flak turrets shooting in your direction. Give it a try today! This week in the dogfight there were 291 kills, 15 with auto, 0 with beam, 58 with laser, 71 with plasma, 0 with railgun, and 147 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 175 kills, followed by the Excalibur with 54. The most dangerous map was The_Great_Hollow with 140 deaths, followed by Blue_Spaceway with 115. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 121 kills and 2 deaths and a 60.5 KDR; IdyllicDestroyer with 81 kills, 15 deaths and a 5.4 KDR; and redknight378 with 46 kills, 15 deaths, and a 3.06 KDR. They have unlocked the exclusive ship Cosmos Asimov 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 108) Calexian Community Challenge 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: Can we have quarries on planets that don't effect terrain, and are just drill-like structures that produce resources? A1: We had considered passive resource generation a long time ago, and while it didn't fit into our plans for the game at the time, things have changed quite a bit. We might consider making this a reality, if the platform allows us to - check back closer to Planetary release and we'll let you know. Q2: Can factions customize the sounds their guns make? Can they make them silent? A2: Yes, and no. Yes, factions should be able to customize the sounds their guns make if they'd like to, no they can't make them all silent. We'll consider adding a stealth weapon that might be a bit quieter than a heavy machine gun firing. 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 |