Fly n Fire Changelog

Hi there!

As of v. 0.0.5 I have decided to create a changelog topic so everyone can see what, when and how stuff changes. If you are a random forum user, here is a link to this game.

How to check if you are connected to the server with the latest version

Get the latest version number by finding the latest version in this post, or by looking at the game’s description (it should contain Current latest version field)

Then, you can just open in-game main menu and look to the bottom left corner
image

Game version is also available in Settings

And also available in the developer’s console (hotkey: F9, or esc (Roblox Menu) → Settings → Developer Console (last button)

If you have been connected to the older version, you could try to rejoin. However it should be noted that Roblox tries to connect new players to newest versions, so usually this issue is on my end

Changes by version:

Version 0.1.4 - February 16, 2024

Long awaited and over-delayed UI update is finally here, bringing in Main Menu, UI style overhaul, and other visual related and QoL changes

  • Most UI elements has changed its style to a newer prototype
  • Added some visual animations when opening/closing something
  • Added Main Menu to the game. It will be automatically opened upon opening a game
    ∘ This menu can opened on a respawn screen or by pressing M at any time
  • Changes to Settings:
    ∘ Changed its visual style
    ∘ Settings can be opened by pressing N even during the game
    ∘ Added new information in the Server Info
    ∘ You can now select and copy read-only values
  • Added Changelogs which will contain actual information from this devforum changelogs post
  • Fixed a bug where ammo counter would sometimes show negative numbers
  • Minor backend tweaks
Version 0.1.3 - February 7, 2024
  • Added a hidden Graffiti Painter gamepass (along with its intended feature). It will be available later
  • Fixed a bug where hooking to other players would cause lags due to NetworkOwnership desynchronization
  • Various backend improvements

The spawnroom overhaul is still planned, however, I will priorotize on overhauling an entire UI system, make a main menu, shortcuts, etc. I expect to release it within the next 4 days

Version 0.1.2 - February 6, 2024
  • Added crosshairs with multiple possible styles to the game
  • An “aim assist” has been implemented, making easier to hit targets
    ∘ I added this to compensate the ability to fly very fast and weapons not being perfectly accurate. From now on each bullet will attempt to use a Spherecast if it fails to find a target with Raycasting. Does not apply to grapple hooks
  • Explosion effect is slightly modified and enhanced
  • Music only begins to play only after loading settings to avoid unexpected ticks of loud sounds in the beginning
  • Fixed a bug where players couldn’t rotate camera from the first input on a respawn screen
  • Added a new music to be played during waiting for players / intermission state: HOME - Resonance (Septilateral Remix)
  • Deaths during waiting for players / intermission state are no longer being counted and doesn’t increase player’s total deaths number

The next update will address an issue regarding Spawnroom being bland. It will be released either today or tomorrow

Version 0.1.1 - February 5, 2024

Multiple issues and suggestions were adressed on a feedback topic, which I am highly thankful for. I have prepared some changes for later releases, here is what new in this update

  • Characters now follow the camera (looking up and down)
  • Changed the raycasting behaviour for “hitscan” weapons (all weapons except rocket launcher)
    ∘ Previously raycasts originated from the actual weapon barrel. Weapons are unreliable to use with the new “animations”, and to achieve some reliability and fairness, raycasts are now originating from characters’ head. From now on, bullets may seem to go through walls in certain situations since they are now purely cosmetic
  • Added a new regeneration UI effect

Next expected update will be released within the next 2 days where I will make some sort of aim assist against players with very high velocity

Version 0.1.0 - February 3, 2024

This game is now open for everyone and has entered a Public Beta test state

  • Added settings to the game which allows you to tweak various properties and effects added along with this update as well as see some information
  • Implemented first version of DataStore framework which allows safely saving players’ data
  • Added new map: Incineration Center
  • Added new various effects, including:
    ∘ Camera shaking;
    ∘ Wind sound effect;
    ∘ Overhaul of explosions to make it rendering on client only
  • Forked default regeneration system
    ∘ It now heals you way faster at a cost of waiting for you to leave fights
  • Small sound overhaul to make it work with the addition of settings
  • Models on Warehous are temporary Anchored
  • Slightly changed camera position
  • A few KillFeed UI appearance tweaks
  • Renamed Pump Shotgun to Semi-auto Shotgun
  • Fixed a fair number of bugs regarding players being able to hook to the objects they are not supposed to, being hooked to the object that were removed and being hooked even after a death
  • Fixed a bug where players lose their weapon after they picked it up right after they depleted ammo of a previous weapon
  • Fixed textures overlapping in the Spawnroom
  • Fixed a bug where server counted 2 deaths to a player that was killed by someone else
    ∘ Presumably this bug appeared in Version 0.0.7 after fixing a bug related to multiple kills
Version experimental 0.1.0 + scheduled changes - January 24, 2024

Note: Experimental version was uploaded to a different branch and is no longer relevant. See Version 0.1.0 instead for changes between previous and this version

  • Added a few UI frameworks
  • Added settings to the game
    ∘ Settings frame is a test field for newly added scripts. My goal is to keep the UI look consistent, enjoyable to use and just look like they belong to their place
  • Small sound overhaul to work properly with the settings implementation
  • Fixed a bug where players sometimes were unable to pick up weapons after they died near weapon cases
    ∘ This was a pretty rare case. Shortly a server tried to give a weapon to a dead character and after its respawn a server still expects a weapon model but it doesn’t exist, causing errors
  • All models on Warehouse are temporary Anchored
    ∘ An unnecessary increase of sent network data from an average 2 KB/s to 15-25 KB/s just for physics in my opinion isn’t worth it
  • Fixed numerous issues regarding players being able to hook to the unwanted objects

Second iteration - January 26, 2024:

  • Implemented a first version of DataStore framework, featuring joblists, autosaving, asynchronious data operations and yielding the server to prevent shutting down until all data operations are done
    ∘ Still testing on its reliability and compatability for future updates
  • Slightly changed camera position

Third iteration - January 28, 2024:

  • Added a new map: Incineration Center
    ∘ This is an early version of this map, will be changed prior to the full update release
  • Fixed some texture overlapping issues on the Spawn Room
  • Fixed a bug where server counted 2 deaths to a player that was killed by someone else
    ∘ Presumably this bug appeared in version 0.0.7 after fixing a bug related to multiple kills

Fourth iteration - January 29, 2024:

  • Added new a camera shaking effect and a corresponding option in settings
    ∘ It slightly changes the camera position depending on character’s y-axis velocity, moving camera up and down, and creates a “landed” effect where camera immitates a sudden reduction of velocity. Can be disabled and enabled at your will

Fifth iteration - January 31, 2024

  • Added new wind sound effect and a corresponding option in settings
    ∘ It plays a “wind” sound when flying with a high velocity
  • Added a FOV slider in the settings

Sixth iteration - February 1, 2024

  • Added some server information in the settings
  • Fixed all the known bugs that were listed below
  • Settings is now automatically closing upon respawning
  • Fixed some typos
  • Renamed Pump Shotgun to Semi-auto Shotgun

Seventh iteration - February 2, 2024

  • Finished building map Incineration Center
    ∘ Added props including explosive barrels - a new way to kill players in a game
  • A few KillFeed UI appearance tweaks

This is the last expected ‘mini’ update. Next update will be deployed to the main version

Working on:

  • Implementing the data saving/loading framework
    ∘ Initially it will be tested with the newly-added settings
    done, testing
  • Fixing a bug where players lose their weapon after they picked it up right after they depleted ammo of a previous weapon fixed
  • Fixing a bug where players are still hooked to the objects that were removed
    ∘ Hooking to the objects that are about to be deleted will cause a player to levitate after its removal (for example when a map changes)
    fixed

Second “Working on” list:

  • Adding some local visual/audio effects when flying partially done
  • Making some server info visible to players via settings frame done

Third “Working on” list:

  • Making UI responsive to touch screens scrapped, will work on it later
  • Changing UI framework to be less annoying (i.g. spawning with the frame open and cursor locked to the center of the screen) scrapped, a temporare fix was applyed by forcefully closing all UI when you respanwed

Summary of these changes will be available in the newer changelog

Version 0.0.9 - January 21, 2024
  • Added a new map: Warehouse
    ∘ This map will serve as a playtest for indoors gameplay
  • ShiftLock cannot be enabled anymore
  • Changed Sniper Rigle appearence in weapon cases
    ∘ It was not properly centered causing model to appear “way out of weapon case bounds”

Version 0.0.9a - January 21, 2024

  • Removed some debug models and functions that stopped the game from working properly
Version 0.0.8 - January 11, 2024
  • Added KillSound to the game
  • Added a new weapon: Sniper Rifle
    ∘ The idea behind sniper rifle is that it heavily awards players for succesfully hitting shots from far away by providing a reliable one-shot kill and punishes those who use it in close range by making it do low damage and having slow rate of fire
  • Various potential backend softlocks resolved and some code cleaning done

Version 0.0.8a - January 11, 2024

  • Required amount of players is now set to 2 (prev. 3)
Version 0.0.7 - January 10, 2024
  • Added music to the game.
    ∘ It will server as a foundation for more music to come, I just don’t have that much time to browse hundreds of music in a sound library
  • Fixed a bug where rocket launcher plays a hitsound if you aim directly at the opponent at the moment of firing a rocket.
  • Fixed a bug where it was possible to get “free kills” with a character under a forcefield (invulnerable) effect
    ∘ For example, if you shoot at the opponent which has a forcefield effect with a weapon that deals enough damage to drop their health to zero, a game would consider this as a kill even though they haven’t recieved any damage
  • Various UI improvements

Version 0.0.7a - January 11, 2024

  • Fixed a bug where shotgun dealt damage with only 1 pellet without considering the fact that multiple pellets hit the opponent
    ∘ Presumably this bug appeard in versions 0.0.4-0.0.5
  • Fixed a UI bug regarding incorrect KillFeed text allignment
  • Fixed a (realistically) UI bug where players where unable to join games in progress (softlock)
  • Added a permission to use one of the sounds
    ∘ If a script decided to use a music without the permissions of an uploader then the script would fail to load that music thus it’s not gonna play anything anymore
Version 0.0.6 - January 9, 2024
  • Added respawn screen
    ∘ Now instead of automatically respawning, you have to wait specified amount of seconds and then press a ‘Respawn’ button. It also allows you to move your mouse on the screen and rotate camera
  • Several backend improvements
Version 0.0.5 - January 8, 2024
  • Added KillFeed to the game
  • Proper GameState timings applyed
    ∘ Debug values were used instead of intended public ones (games were way shorter than they should have been)