Hello everyone! Welcome to the twenty-fifth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! As you know, last week we released the first public version of the Dogfight Alpha - a massive milestone for RoVerse. Since then we've been taking note of any discovered bugs, but other than that we've mostly been enjoying the Christmas holidays and taking a brief break from deving until the new year begins. Leading up to the Alpha's release, Fireband had to delay VOID work for three whole weeks in order to have the Alpha ready for release before Christmas, so he's been spending all his available time catching up on VOID work. However, he's managed to find just enough time to work on fixing the bugs you've reported witnessing in the Alpha. Below we'll go through the different bugs that have been caught and will be fixed in the upcoming patch:
Not only will Fireband be continuing to fix discovered bugs, but he will also be developing the latest features for the starfighter combat of RoVerse. These will take time however, especially with the other work Fire is busy with in other projects. We've received lots of great suggestions from you guys in the community, many of which we already have planned for you to enjoy but have not yet gotten around to adding them to the game. So we've made a list, to give you an idea of what to expect to see added to the Dogfight Alpha throughout the coming weeks and months:
As you can see, there's lots of work to be done, and this is just the dogfighting mechanics of the game without the open world aspect. This is why we'd like to ask any talented scripters reading this to please consider joining our development team by sending an application to us at RoVerse_Official on the ROBLOX website. Even if you're not a scripter, perhaps you might know one, or a friend of yours may know one - if so, please let them know about our project and how much we are in need of scripters who can contribute as full-time developers long-term. You can see from the Dogfight Alpha that we are absolutely serious about this project and that it is far more than just a vision or pieces of text. RoVerse is real and you can take confidence in knowing we will complete it with or without more scripters - it's not a matter of if, it's a matter of when. Unfortunately, at this pace with so few developers able to be online for very long due to studies, we're looking at a year of development until the game is truly finished. So this is why we urge anyone out there who may be able to help us find active scripters, to please do whatever you can to help see RoVerse made a reality sooner rather than later. If you have already sent an application to RoVerse_Official but have not received a response, please resend your message, as we reply to all messages so it seems ROBLOX sometimes tends to fail to deliver the message. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: What about players that aren't in war clans can they play (like they start neutral but then they could be drafted into an empire or corporation) A1: We are looking into ways of best accomodating for people who are not members of any clans, however it is very important we don't forget the core aim of RoVerse which is to bring life back to clans. If the game allows everything to be done without clans then it would likely result in clans being left behind and forgotten about by most players who enter from the front page. Q2: Will there be cruisers/frigates in Dogfight? A2: Most definitely! It will take quite a lot of time for us to get around to implimenting them, but there will be capital ships in the Dogfight Alpha and even gamemodes specifically centered around their tactical use. There's plenty of testing to be done when it comes to fleet engagements so we'll be sure to give the public plenty of opportunity to help us perfect it! Q3: The Alpha seems to get laggy and buggy when more people get on, will this be fixed? A3: Yes, of course. This being the most early version of RoVerse flight gameplay, it is to be expected that the game won't be very stable and likely full of bugs that only come with large amounts of players (the reason for why we're making the Alpha public instead of closed to a small team). Many people have reported a solid 60 FPS to our surprise, but rest assured all our focus will be on stabalising and optimising the game before we add more to it. Q4: Will we be able to play the early stages of development of Ro Verse (like the actual game not dogfight)? A4: Absolutely! We want to involve all of you in the community as much as possible with the creation of RoVerse, because this is a community project and you all deserve to have your say in what it becomes. Q5: How are uniforms going to work? Are we going to be able to just wear our own shirts and pants? A5: Outfits in the game will be sold at clothing stores on board stations and in cities. Most 'neutral' civilian outfits will be in the game from the beginning, however it will be clans that will be submitting most of the more clan-specific outfits and uniforms. They will even be able to submit uniforms that are only available to players in specific careers, like law enforcement or military. Players who own sub-factions will also be able to submit uniforms (with an in-game cost) to sell on board their outposts as a product of their sub-faction, so corporations will be able to have their own employee clothing. We'd like to take this opportunity to once again thank everyone who has supported RoVerse this far. We've come such a very long way since we first announced the start of development, we could never have done it without all of your passion, generosity and care for the clan world. If you know any friends who haven't heard about RoVerse, be sure to let them know so they can get involved too! Today is the day you've all been waiting for! We are proud to announce the official public release of the RoVerse Dogfight Alpha! You can play it by following this link: RoVerse Dogfight Alpha Many of you may have noticed we livestreamed a six hour countdown to the release and then played the game with all of you who joined us, along with some of our developers commentating which include HeroMaster, DieSoft, Ninja and PlanckTheConstant. You can find a video recording of our livestream here: RoVerse Dogfight Alpha Livestream We've spent the whole week working every day on getting the Dogfight Alpha ready for you all in time for Christmas, as well as all of tonight streaming and flying with you guys, so this week there won't be any newsletter. Instead, we believe playing the Dogfight Alpha for yourself will tell you more than enough about this week's progress! Happy holidays everyone, we can't thank you enough for all the support you guys have given us. We'll be adding features and fixes to the Alpha as time goes on, but for now we'll be enjoying the Christmas holidays! Hello everyone! Welcome to the twenty-fourth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! It's been a tough week, with everyone deep in their final exams for the winter semester, but we've been spending every chance we get fixing the current bugs and glitches to bring you the Dogfight Alpha as soon as possible! Even as I type this newsletter, Fireband and Idyllicdestroyer are sifting through the flight systems to unearth every possible flaw there may be. It's looking like we might be able to just about make our desired release target of this weekend with a Sunday release. However we wish to remind everyone that this is not a full game release, this is a super early Alpha of the dogfighting mechanics of RoVerse, so you should expect to see regular updates and features being added, even during the days just after the release (well, once finals are over on Wednesday of course!). Whilst Fireband has been working during finals on fixing bugs for the Alpha, Idyllic has also been continuing development of the planet generation system for complex and realistic planet biomes. His system uses generated tectonic plate movements to designate the locations of montain ranges and ocean trenches, along with wind forces that transport heat and moisture to determine the types of environments on a planet's surface. At this rate his system for planet generation is shaping up to be the most advanced and complex one on ROBLOX! In the image below, you can see how the planet uses a triangular grid to designate the locations of land and ocean: Here you can see a visualisation of the wind currents across the separate biome types: Lastly, we use a heat grid which designates the temperature across the planet based on a location's latitude, meaning areas along the equator will be much hotter than those at the north or south poles: Ninja's school term ends a bit later than most meaning he'll be busy doing his finals for another week or two and can't work on the ground combat systems until then. LordRex though, has been having a lot more free time, so he's been progressing work on his custom chat system, which will be added to the Alpha in one of the many updates you'll see added throughout its public testing. However during the week he's taken a quick diversion to design and script a controls menu for the Alpha, so you'll be able to easily learn the controls by referring to it at any time while you play. (layout is still being changed around) In the building side of development, WhoToTrus has been focusing his efforts on the interior work of the corporate outposts. So far he has completed all arm connection interiors and almost finished another room. Disaster struck for Galbotrix though, as he just yesterday got in contact with us for the first time all week, reporting that his PC has died and he will be several months without a replacement. This is a sad news but thankfully many talented ROBLOXians have volunteered to help build RoVerse, so work will continue on the industrial outpost interior soon enough! HeroMaster has been having a tough time getting free time to work but nonetheless he's been determined to make progress on the shipwrecks for the Dogfight Alpha and managed to complete the first soon-to-be-wrecked shipwreck: Hero's not the only one who's been working on the shipwrecks for the debris field, iRaven has also been making very rapid progress on his designs: Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: Will there be controller support for ships? A1: Yes, we fully intend to have controller support for both space and ground gameplay in the full version of RoVerse. The public Alpha and Beta phases of development won't have controller support until very near the completion of the game. Q2: Can one faction have multiple species? ( like have a sub faction of a different species ) A2: The owner of a sub faction is free to accept anyone they wish into their sub faction, regardless of what faction (species) they are, as sub factions are independent from the main factions. Q3: How will fighters/bombers be able to dock with carriers? A3: Carriers basically act as mobile spawns for players with fighter-class ships. When the carrier player wishes to launch fighters, they will be able to appear to other players as a selectable spawn point rather than their last docked station. The amount of players the carrier can respawn is based on the amount of 'ship' tokens/items it carries in its cargo, which deplete for each new player that spawns at the carrier. There are a lot of details on how this all functions that would be too much for a single answer, so you'll be able to learn more about carriers and other capital ships as the features are developed. Please note that this mechanic is separate to a player docking with another player's capital ship, which will be a feature that won't be added until an expansion after release of the game (since there's so many other features to do already!). Q4: Will players ever be able to create a "New Character" if they decide they don't like the path that they had chosen for the first character? A4: Most certainly! Players will be able to create several characters, as this is especially vital for ROBLOXians in several clans they wish to support without being confined to one character having to travel between the territories of each clan. Each new character starts off from square one like a player's first character, however you can transfer credits (the currency of RoVerse) between your characters so you don't need to worry about being stuck with weak ships/equipment! Q5: How will the issue of insubordination be addressed in clans while they are in RoVerse? Of course they can be exiled in the group page, but what happens next while in-game? Will there be teamkill, when it comes to either ground and space combat? A5: This part of the game is still in the planning phase, but the main idea for when a player is exiled or leaves the clan they are currently alligned to in-game, they will be marked an outcast and unable to make use of any faction perks until they allign to a new faction. The alternative idea is for them to be unable to play until they allign to a new faction. The main problem with having a 'neutral team' is the ability for people to abuse this freedom to travel to any territory, land on any station and kill the residents while respawning at the same place. The only current thought we have for how to overcome this exploit would be to make he neutral or 'outcast' players unable to respawn or make use of faction facilities. Civilians of a faction are meant to be the 'neutrals', whilst the military and lawful career players are the ones who serve their factions. It's important that even independent players have a foundation to come from - that being their home nation/faction. Q6: Will the ground weapons be in certain class criteria, and will we as groups get access to them say for like training and practicing with ground weaponry? I just really want to be able to practice with these guns without having to actually use them in-game for forceful expeditions. A6: There won't be any restricting classes or level requirements in RoVerse, the progress of a player is regulated entirely by the money they possess. If you have enough money to buy a sniper rifle, you can be a sniper etc. When it comes to practicing, you'll be able to use a virtual shooting range to try out weapons before you buy them, though it is very likely we'll supply weapons to train with to clans who are officially a part of RoVerse. Q7: How will 'ground' combat within space stations and eventually planets be relevant to the wider clan conflict - And what will be the importance of those areas? A7: Fighting on planets will be one of the most important down-and-dirty parts of clan warfare, without invading an occupied planet, it will remain under control of the owning faction and you won't gain benefits from it. Players of that faction will also be able to land there to repair/resupply and even use it to respawn. Stations are very similar, however an enemy station can simply be blown to pieces if you have an armada with the needed firepower to siege the structure. But in the end, the most cost-efficient way to deal with an enemy station in your territory is to board it, take control of it and use its facilities for your own ends. This way you simultaneously eliminate an enemy stronghold, and gain a valuable asset at the same time. However, if you just really hate an enemy so much you can't stand the sight of their architecture, you can just iniate the self destruct and enjoy the fireworks. Q8: Will you be able to customize your own ship? Such as the paint job on certain parts, the name, the arsennal, etc. A8: Yes of course! We believe growing an attachment to your ship is a very important part of any sci-fi game. You'll be able to name your ships, outfit it with the weapons you most prefer using and choose custom decals for section of the ship (wings, nose etc.). Just note though that when it comes to paint jobs, it will depend heavily on if the clan who built the ship included designated parts for being paintable. Also, the entire hull of ships won't be paintable, since we don't want completely hot-pink or lime-green ships flying around ruining the immersion. Q9: Will there be a ranking system for each clan? Will there be any way to seperate an elite division from the regular group? A9: The details aren't certain at this early point in development, but player stats *will* definitely be tracked and shown on the in-game player records so players can compare their wealth and combat skill to others. It's likely we'll use a similar system to this for the faction careers, so players who earn enough credits doing their job (such as police scanning and discovering illegal cargo or killing pirates) will get promotions and titles to reflect their service. Q10: How will Mining on the planets work(If there is any)? Will there perhaps be a Large Mining outpost or Drill that mines chunks of the planets terrain? A10: Mining on planets will be very similar to mining asteroids in space. Players will be able to search a planets surface for ore deposits in areas like mountains, which they will be able to dig up with hand-held mining drills or much more effectively with mining vehicles. They can then either carry the ore in their inventory or cargo hold to a base, city, station or outpost to sell for a price that will be based on the local player-run economy. Just like in space, groups of players can work together to organise extremely profitable mining operations, with some miners who dig the ore and with some traders who utilise their larger cargo holds to transport and sell the ore to then split the profit with the miner who spends that time mining for ore to make even more profit. It must be said however, that we don't want RoVerse turning into a Minecraft style game, so it's unlikely you will be able to manipulate terrain. Mining will instead be more about finding clusters of minerals on the surface and digging through those clusters, rather than through the terrain itself. Q11: When will the forums be released for clans to sign up? And when will max/min sizes for ships and such be released? A11: The guide with all the instructions for how clans can sign up will be released close to the full release of the game when we are absolutely sure all of the requirements are not going to change or have flaws. It's been a hectic week, but we've been loving every second of it! We hope you're all as hyped up as we are for the public Dogfight Alpha release - you can bet you'll see us flying there with you when it comes out! Hello everyone! Welcome to the twenty-third issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! Today we are excited to be able to say that the Dogfight Alpha is set to be released roughly next weekend - we were going to announce a specific date, but we don't want to let anyone down should an unforeseen setback occur. Though this is just an Alpha and bugs are to be expected, we don't want to rush and end up delivering to you a shoddy, half-baked first experience of RoVerse. So instead we're going to aim for next weekend, but please don't be disappointed if there are some delays. This week's newsletter will look a little short, but this is due to all our progress being scripts for the Alpha which can be summed up very simply. Within just a week, Fireband has replaced the VAK fighter we were using for testing with one of HeroMaster's RoVerse ships, replaced the turret models with more suitable fighter designs built by HeroMaster, added 'engine kill' which allows players to cut their engines and drift in the same direction from momentum without having to face that direction. He's also added afterburner thrusters, a rear view camera angle, new engine trail particles, muzzle flash effects, directional shield impact visual effect, low health damage particle effects (smoke/fire), and optimized ship collision. As you can see, Fireband has been working overtime to get this script work done in time for the Alpha's release, even dedicating time away from VOID to make more RoVerse progress. Normally, we'd show pictures or video footage of all these new features, but since we're so close to the Alpha's release, we'd prefer to let you experience them for yourself! Idyllic is continuing to design and construct the planetary generation system and has now begun inputting the different biomes that will be found on the generated planets. LordRex has also continued work on the custom in-game chat system which will likely be added to the Alpha at a later update after its initial release. He also coded a very cool kill-feed GUI that you'll get to see in the first version of the Alpha. Along with this, he's been designing the UI for the ship selection screen which will probably be added after the release of the Alpha along with the ability to unlock new ships with points you earn in battle. Here's a look at what he's got so far: WhoToTrus also got some more interior building done on the corporate outpost but, amusingly, was brought on a surprise road trip by his parents for the weekend, so he wasn't able to screenshot his work. Galbotrix on the other hand hasn't been heard from at all this week so hopefully he'll be able to catch up on his interior industrial outpost work next week. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: How will Clan design submitting work? A1: It is extremely important that all clan designs are structured in an optimized and balanced way, so clans will send their submissions through email most likely, and our builders will go through each to ensure the designs meet the necessary criteria to be added to RoVerse. The process will be very clearly and comprehensively laid out on an application thread for clans to follow. Q2: Will faction leaders have personal shuttles? A2: There most likely won't be a specific system purely set for clan leaders to reserve ships for their own personal use. However a clan leader could always submit a ship design with the description that it acts as a transport ship for important personal, and fly that as their ship. Q3: Will there be a news page on the main menu so we can keep up with galactic news? A3: There will be a galaxy-wide news network that will employ players to write up articles and report on recent events in the galaxy. These news reports will be broadcasted through holographic billboards and news terminals on all stations and outposts, so players will be able to see what's going on in the universe in a very immersive way! A news section could be added to the main menu, but it probably won't be, to ensure the in-game methods of reading the news aren't invalidated. Q4: Will there be the possibility to not be linked to a faction, but instead become a businessman and make money? A4: When it comes to serving a clan, this is pretty much only done if you are in a military or law enforcement career. Whereas if you remain as a civilian and become a trader or miner, you will be considered an independent individual who is simply born from the species of the clan you chose. We hope to add a feature that allows clans to choose whether or not they require players to be a member of their clan in order to join their faction as a civilian, and a separate option for requirements to join their faction's military and law enforcement careers. These requirements would then be shown to players who are choosing a faction when they create their character. Q5: Can a person who is clan-less own an outpost? Or is it only limited to clans? A5: Outposts are considered independent from the main clan factions. An outpost can allow players of all factions to dock and use its services. If you create a sub-faction with an outpost, the members you recruit can be from any faction too, though being a member of a sub-faction doesn't undo your faction 'nationality'. Q6: Will clans be able to submit small things aswel, such as fruits, animals, and other resource materials that in lore could be found on their planet? A6: This is a very interesting question. It could be a possibility though with so many highly-desired features, we'd either only spend time adding a feature like this if all others were finished, or the community showed lots of interest in it. Sorry for not having many pictures to show this week, we've been really focused on coding and that can't exactly be shown in screenshots like builds can. Regardless, we hope you're looking forward to the Dogfight Alpha as we are, and we hope you'll understand if we have to push it back a few extra days from next weekend in order to make sure it's the level of quality you'd expect and deserve! Hello everyone! Welcome to the twenty-second 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 made a great deal of progress on scripting work, so much so that it's hard to list it all without going into to much detail! Nonetheless, we'll get right into it, starting with some of the most noteworthy accomplishments. In order to create the massive expansive open world we want for the planets of RoVerse, we are miniaturising everything in the game to 15% scale including players. However, with the camera and gameplay mechanics we'll be implementing, you won't even be able to notice you're not full size! There are many benefits to this, such as expanding the perceived render-distance by 85% along with numerous performance improvements for the lighting and physics engines. Up until now, rescaling characters to miniature sizes caused all sorts of animation and physics instabilities, but thanks to Fractality's coding and LordRex's animations, we have 100% stabalized miniature characters! This hasn't been the only development for player characters, as this week we released a poll to the community to decide which avatar type RoVerse would use - the old R6 or the new R15 (www.strawpoll.me/11769243/r). The votes came in very quickly and though it was very much 50/50 at the start, R15 came out on top. But do not fear those how dislike the R15 avatar - with our custom-made animations, the wacky over-the-top movement is no longer a concern! As you will see in another alpha showcase video we'll be posting tomorrow, we have given it animations much more akin to the R6, appearing far more realistic and mature. And you need not fret if you don't like the look of the animations in the video, as you will be able to choose from several animation-styles for your character in RoVerse, such as that of a businessman, soldier, merc or pirate, just to name a few! The new animations and miniature scale showcase aren't the only developments that will be in the video. You'll also see footage of our latest step towards the Dogfight Alpha, fully functional weapon turrets scripted by Firebrand, which will be used on all ships to mount chosen weapons. This turret system includes collision detection, rotation time (for capital cannons), specifiable rotation degrees of freedom (for guns that are meant to be forward-firing only) and of course firing safeties so only the guns that are aiming in the right direction and angle can fire - wouldn't want every one of your guns on your battleship to fire in all directions when you just want to fire your front-mounted cannons! Along with all of the above, tomorrow's showcase video will also include spherical planetary terrain which Idyllic completed a week ago, but this time with full planetary gravity, thanks to BlobbyBlob for open sourcing his work, enjoy! With all of that scripting progress covered, we come to the building work. Sadly ArcticCitadel has confirmed he won't be able to get a new PC for an indefinite amount of time, and so he has stepped down from development until he can build on ROBLOX again without freezing. Meanwhile Galbotrix was bogged down with studies and essays so he couldn't get much done this week, though he did manage to get some time to optimize the current interior designs and do some work on the industrial mineral review room (he'll be livestreaming his work now that he's free, so be sure to check him out over on our Twitch channel https://www.twitch.tv/roverse_official). It's not all bad news though because Idyllic has completed his architecture project in real life and is now back to full-time development! Last week we also welcomed a new builder onto the team, WhoToTrus, who will be helping Galbotrix to cover the completion of outpost interior construction, speaking of which you can take a look at his fantastic start on the corporate outpost interior right here: He's also been working on several different corridor concepts, which will be used for the arms of the corporate outpost which connect the different modules. And he's not the only one who has been making a promising start on his new assignment, as HeroMaster is already showing he can build wrecked ships just as expertly as regular ones: And here's the interior of the wreck, which he plans do build in a very unique way by making use of modular design to give players all sorts of pathways to fly throughout: Even though Idyllic was extremely busy with his architectural project presentation in real life today, he still managed to get some work done on the next pirate outpost module - now that's dedication! Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: Will there be some form of special "elites" in RoVerse? A1: This is an interesting question. As of now we haven't planned any sort of special abilities for only a certain career/class of player since there would be the risk of it being abused, however this is certainly an idea to look into in future expansions if it is compensated by certain disadvantages to make it fair and balanced for other players. Q2: Will RoVerse have a fast travel? Like Hyperspace or Warpspace? A2: Yes indeed, there will be jump drives in RoVerse however they will be extremely difficult to obtain and fuel, they'll also only be able to be fitted on capital class vessels. Jump drives are mostly only meant to be used by the military for tactical uses, since when they are used they temporarily open a jump tunnel which other nearby players can enter along with the capital ship, this makes it a useful way for a fleet to make a surprise attack or a combat retreat back to a safe star system. Jump drives will still be obtainable by players outside of the military, but only rich individuals will be able to afford them or sub-factions who own their own personal armadas. Q3: Will we be able to build things on our planets later on in the expansions? Such as cities, factories, shipyards, etc? A3: When planetary gameplay is released, main factions will be able to plant colonies and cities on their planets as soon as they have conquered it. These will grow and expand on their own as time passes and their economy becomes wealthier. Individual players will also be able to construct permanent bases on planets, exactly like outposts. Of course, player bases won't be anywhere near the size of main faction cities which can grow to cover entire valleys. Q4: How will character customization work? Will you be able to select alien races? Will factions be able to submit their own races? A4: When a player first joines RoVerse, they will be asked to create a character to play as. At this screen they will get to choose skin colour, hair style, facial features and extra details such as scars or tatoos (most of this can be changes at any time through a clothing store). The race of your character will be based on what main faction you start your character as, each clan that joins is considered its own species/race. It should be noted, during the game you can switch to a different faction if you are a member of that group on ROBLOX. This will change what faction you are a citizen of, but your character's race will remain the same as what you were first 'born' into RoVerse as. Q5: Will melee weapons play a role in Ro-Verse? Will there be something similar to "magic" in Ro-Verse? A5: Absolutely, sci-fi themed swords and other melee weapons will be sold at equipment dealers in RoVerse. It will be up to clans how their melee weapons are designed, but you can expect ones like in Halo, Mass Effect, Star Wars etc. When it comes to the standard civilian melee weapons, they'll be kept pretty simple and straight-forward, however that's not considering future sub-faction corporations which might specialize in designing and manufacturing upgraded melee weaponry. As for abilities/technologies that play like a sci-fi version of spells or magic of a fantasy MMO, it isn't planned for initial release. But if the playerbase show interest, there is certainly room for expansions that add "nanotech abilities", which would be comparable to biotic abilities from Mass Effect. Q6: What ship types will get interior? A6: Most likely just capital class vessels (that includes freighters and other small capitals like frigates), however Very Heavy Fighters, the heaviest class of fighter, may get interiors. A great deal of which ships do or don't get interiors will come down to which clans supply interior designs for their submitted ships. Q7: Since clans can assign automatic uniforms for their soldiers, can they issue automatic hats to wear as well (to give them a more 'soldierish' look? A7: Most definitely! In fact, custom made hats will be a big part of RoVerse, as they open a whole new realm of opportunity for clan culture and personality, as well as individual player customisation. There's even the possibility for exosuit designs that boost a player's durability or speed, though this is still to be planned out and shouldn't be considered a definite feature. Q8: Will vehicles require resource to operate (energy such as gas to get the engine going)? Will replenishing this resource cost a fee? A8: Yes, ships and ground vehicles will use up fuel over time, though fuel will be very cheap and common to every station, colonized planets will also construct gas stations in and near cities over time. So as long as you remember to stop for fuel and only venture into uncolonized space with extra fuel tanks for the trip, you'll be free to worry about the more important things, like pirates, hostile races, solar storms, hazardous environments and whatever else the deep dark black has in store for you! This just about wraps up our week of development progress! We hope you enjoyed |
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |