Hello everyone! Welcome to the 159th 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 been working on wrapping up the ship skin feature, patching even more bugs, and working on the next stage - freeroam. The first ship to support different skins, the Ninazu Dervish, has long been able to select a different skin but that's as far as it went - when you deployed, it would revert to the default. (actually the Camo variant because that is the model we started with and haven't replaced just yet) This feature relies on a precise setup of the initial file, with all the parts of the ship named distinctly, and their data all compiled into a table. Rather than saving 15 different copies of the same ship with every shader combo, we can simply change the initial ship's parts to different colors as needed, while the fancier ones add textures to specific parts. The hard way to do this would be to manually name all the pieces, record all the data, and enter it into a table. Luckily, we don't have to do this manually. As part of the ship rigging plugin Idyllic has developed, we now have the power to hit a single button, name the parts, and export the data to a table all at once. This has been done to all the default ships included in the dogfight, and we've begun developing our first skins. Coming soon to the Iridium... Ferrous - because if flying a ship and firing beams at enemies of all kinds makes you feel like a man of metal, you should look the part as well. And for the Excalibur... Chlorophyta - because a sword made of grass can cut just as deep. We're open to suggestions, drop Idyllic a message if you have an idea for a ship shader. On the bug-fixing front, we patched a few minor things relating to skins, to support the above, as well as verify that the faction-only ship patch is operating correctly. Idyllic was on vacation this past week, so he didn't get to chase too many other bugs down, but luckily there aren't any major ones at the moment. One gameplay experience that we did modify was deploying without any weapons. Since this was a much larger problem than anticipated, even after adding a guide, the game now will not let you deploy without any weapons mounted. It's a stopgap measure, to be sure, but it will work until we figure out a better way. Lordrex has been working on the next step - no, not capitals, but freeroam. As the next major stage of the project following the Capital Update, and eventually being 90% of the complete RoVerse, Freeroam is a big step that will combine a lot of the features, coding, and building we've been doing over the past three years. With flight systems nailed down and upgraded for the Dogfight Phase 1, lordrex has begun taking stock of how we will need to organize and port these features to Freeroam, while still being able to make updates to the Dogfight Alpha. This is no easy task, and we want to do it right the first time around so we don't delay unnecessarily. The stats are in for another week of intense battle. Topping the leaderboard for the third week in a row, is Imaboss2122 with 135 kills and only 16 deaths. This coming week is your chance to topple the king, as the Sentinel has been submitted with actual stats rather than randomly selected values, and may become vulnerable. He won't be putting up an 8.5 KDR this time around. Plasma turrets stole the show this week, with 102 kills, followed by Auto and Railgun around 40. The Sentinel had the most kills, at 135 (obviously) with the Iridium and the Excalibur neck and neck at 37 and 33, respectively. If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 3) We also had a stream this week, to encourage participation at the Dogfight, and we'd like to do the same every Saturday, if Idyllic or another dev is free. The dogfight is much more enjoyable when the community comes together to destroy each other in battle. You can check the video of the latest stream here: link. 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: Will dropships and transports be considered fighters, or a different class? A1: They will likely be a part of a different class, as they have different goals. Fighters are exclusively combat-oriented, whereas dropships and transports have more combat-support uses. Q2: Will artillery explosions leave craters in the landscape? A2: We'd sure like them to be able to do that, provided it doesn't kill performance. Smooth terrain is an excellent choice for a system that leaves craters, and the gameplay aspect of climbing into craters for cover, or destroying terrain to slow an advancing army is pretty cool to think about. Q3: How many turret points can an XL Capital have? A3: Current max is 20, for technical reasons. If things improve with faster lua, we might increase that, but for now a maximum of 20 hardpoints are allowed. Bigger ships will have higher-class turrets that do more damage to compensate - imagine 3 light turrets combining into one medium turret that is 4x as powerful. Q4: What's the current meta? A4: We have been posting our stats for you to take a look at and figure out the meta for yourselves, but if you must ask, we will answer. The current biggest impact on the meta is whether or not you have guns mounted on your ship. Ships without guns don't fare well at all in the dogfight. 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! Hello everyone! Welcome to the 149th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic and Lordrex continued the last few rounds of bug testing and patching as we march ever closer to the Capital Update Phase 1 public release. Now ticked off the list are the deploy button only working while a round is active, and disabled when during an intermission, several graphical fixes, a few errors involving weapons being replicated, and weapons not operating correctly. Stats for every ship and weapon type have been copied over from our spreadsheet to the actual server files, so weapons do the damage they're supposed to, and ships have the health and shield they are designed to have. These stats represent an initial spread of combinations - some have more hull and less shields, a few more shield power than hull strength - and are liable to change with balancing both before and after Phase 1. The baseline for these stats is the Excalibur you know and love from the dogfight alpha - its stats are locked in and used to determine the stats of comparable ships. The same is true for weapons - the plasma turret from the dogfight will not change, but the others will in relation to it. A feature or two was removed from the dogfight - specifically team-colored energy bolts, which were only marginally useful in the first place but worked for the arcade-style game of the original dogfight but as we move forward will become more of a hindrance. For identifying friendly vs enemy fire from now on, the best method will be custom faction weapon effects, either colors or particles. Idyllic also experimented a bit more with the forcefield material, to create this interesting laser firing effect. It still has the uncontrollable breathing effect, but all things considered it adds life to an otherwise static image. The method is the same as last week's explanation, with a cyan to red gradient being applied to a specific strip heading away from the ship's turrets. The shader takes care of the glow effect automatically, which is a plus. 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: Will asteroid belts have a limited supply of minerals? A1: Asteroid fields will have a limited supply of ores to be mined per unit of time - they will slowly recharge over a long period of time, to both keep up with long-term demand and allow areas to be 'mined out.' To the solo player, there will be ores anywhere they look, but for a faction setting up a mining station and strip mining the surrounding fields, they may have to push further and further over time. Q2: What resources will cities need to have access to? Water? Air? A2: We don't plan on cities requiring pipelines to the ocean or anything like that, mainly growth and repair through hard resources - metals, concrete, etc. used to construct buildings. The final resources list has yet to be compiled, so there may be other resources a faction needs to deliver to see colonies flourish. Air domes will probably be a part of underwater and moon-based cities, we'll let you know. Q3: Could we have events that occur in 'pocket' systems on occasion throughout the galaxy? A3: We set up the galaxy system to support the creation of temporary pocket systems to provide a space for any possible Roblox-sponsored events, but we all know how that went. Now, they'll see their use as neutral systems, and there is a very good chance that short-term events, like an invasion, could occur in these off-map areas, with the potential for exclusive rewards. Q4: Is the water in RoVerse drinkable? A4: I wouldn't feel confident speaking about all water in the galaxy, as there is certainly a lot of it, but I can personally vouch for the water available at the neutral system drinking fountains... Q5: Will there be a self-destruct button on ships, to try and take out others nearby? A5: Unlikely. Your best option will always be shooting at the enemy ships - if you end up in a situation where that doesn't work, better plan a new strategy that doesn't involve wasting weeks of faction efforts. Q6: Is skinny still putting all the questions ever asked into one book? A6: He's been really busy with life recently, but it's still in progress. So keep asking questions to give his future self more work. Q7: How quickly can we fly into space? A7: We'll perform accurate measurements when the time comes, and let you know. You could drive to space in an hour, if your car could drive vertically. Q8: Will there be any special weapons, like bows, beam rifles, or grenade launchers? A8: Ground combat is still quite a ways off, when that system is being developed we'll have official confirmation. Until then, we are planning on adding a wide variety of common sci-fi weaponry to satisfy every faction's desires and play-style and to keep combat interesting. Unofficially, if destiny has it, we'll probably do a version of it. Q9: Can we rob people at laser-gun point? A9: Potentially, your security forces could demand a portion of a cargo ship's cargo as payment for safe passage through faction-controlled space, which could be construed as robbery with threat of violence. Q10: Do we need to build a larger shipyard or upgrade them to build larger ships? A10: Shipyards are tiered by their host structure - outposts are smaller and can construct ships up to L at best, if you need bigger ships, make the investment in a full faction station, which can construct the largest classes either directly in a shipyard, or adjacent. 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! Hello everyone! Welcome to the 143rd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has been hard at work on several features, completing the coding for several important ones this week. First up is the re-enabling of a feature coded a long time ago - weapon toggles using the number row keys. Demoed in a newsletter a long, long time ago, this feature allows the player to turn on and off specific turrets by hitting the corresponding number key. While only marginally useful now, it forms the foundation for the eventual weapon-group toggles we hope to expand this feature to cover. The code is there for turning weapons on and off by key, it should be straightforward to expand that to turn groups on and off. The next feature on the list was the binding of Missile firing to the 'F' key. While eventually we will allow full customization of keys to our players, for now the default is F. Instead of trying to fire the Missiles every 10 seconds with the left mouse button, which interfered with firing the faster weapon types, Missiles have been modified to use their own bit of firing code and be tied to a keybind. In a slight bug fix, Idyllic corrected some scaling issues with the turret stat gui, that caused it to move off-center with different screen sizes. Another small change was some code that allows teams in gamemodes to tie, rather than just picking whoever had the highest score first. Should prevent some anger down the line when Team Alpha always wins the tie. The last feature directly involves faction ships. Prior to this point, all ships available were added to the sort and purchasable, if you had the money. Now, those ships belonging to specific factions and restricted to faction members only, are now grayed out and unpurchaseable, unless you join their group. Both their stats are not displayed and the ship is made transparent, to keep faction ships a little secret. We might also hide the description, if that is something faction leaders would prefer - vote in the community discord for your preference. 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: Do factions need to be militaristic, or is there room for other kinds? A1: While nothing is forcing factions to be strictly military-based, defending and claiming territory without a strong presence in the game will be quite difficult. If it's a corporation you're looking to start, a subfaction might be more your speed - it doesn't hold any territory, but it can work with a faction host or on its own doing business around the galaxy. Q2: Could you unlock faction secrets through exploration? A2: While we don't have any plans for a system like this at the moment, there's nothing stopping us from considering it somewhere down the road as a way to discover faction lore even if you're an unaffiliated player or a member of another faction. 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! Hello everyone! Welcome to the 141st issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, we have even more fighters meshed by Skinny, bringing the total up to 18 ships and a feature or two completed by Idyllic, including the long-awaited turret gimbal patch, and the completion of the camera offset code. First up is Skinny's next batch of meshed ships, starting with the Shuriken, which saw significant reduction, the Silencer, the Xerynite, the Vortex, the Defiant, the Gladius, and the Scutum. Over the past few weeks, the bug causing problems with the gimbal code has been identified, potential solutions have been attempted, and finally this week, an actual, working solution has been found! After way too many hours spent debugging why the code absolutely refused to point at the cursor, and instead pointed either left, right, up, or down instead, the answer was found in the arrangement and setup of the turrets themselves. Instead of a bit of code rotating the turrets 90° to the right, as was initially supposed, the problem was instead that the welds that operate the turrets while attached to the ship were facing 90° to the right or left, causing all the problems. Turns out that rushing to rig the turret models a year ago caused a month of problems down the road - take it from us that doing it right the first time is a much better option than doing something quickly but incorrectly. Here we have a gif of the Halbert equipped with gimbals, which will eventually be replaced by fixed so you can't shoot the front of your own ship off. An odd aspect of the bug was that turrets would work on certain ships - say the Excalibur - just fine, but when attached to the Cardinal or Halbert, would be pointing awry. The above gif shows the first successful test of the different weapons on different ships. We had another stream this Saturday, where Idyllic took a new fighter from the design phase all the way through rigging and testing within two hours. If you missed it, you can catch it here for a few days, or we'll upload it to our YouTube shortly. Introducing the Australis Transom! But Idyllic didn't go building new ships and streaming for no good reason, it was instead developed with a specific aspect of the code in mind. A while back we demoed the proof of concept for offset cameras, pulling the camera away for the bigger ships like the Cardinal so you weren't embedded in the engines while trying to fly. This week, Idyllic has completed the implementation of this feature, with every ship having a shiny new cam_offset vector3 that can move the camera up and down, left and right, and forward and backward, supporting more unusual configurations of fighters. The Transom features an offset cockpit on the right wing, making use of this feature in a way that allows us to test it under normal conditions. While a bit unusual to fly when you're used to following the center of mass, it doesn't seem all that complicated to fly in tight maneuvers as long as you know what you're doing and are a practiced pilot. So build your unusual faction ships with cockpits off to one side, just remember that your pilots may need a bit more practice avoiding crashing into obstacles. 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: Will players be able to transport NPC's for money? A1: There was a writeup in a newsletter a while back that when over the planned system in detail - a class of ships specifically designated 'transport ships' are designed to move people from place to place more efficiently, and provide an alternate source of income where you transport NPCs from station to station or other destination. If this proves valuable enough, it would encourage the opportunity for players stuck on stations to hitch a ride on these transport ships to a distant part of the galaxy without having to fly there themselves. Q2: What do factions do with money, aside from stations and ships? A2: There're lots of things a rich faction could use its treasury for, from hiring private security, purchasing minerals from freelance miners, funding research and construction of stations and outposts and colonies. And of course building ships. There should be no end to what you can spend money on, though we recommend you manage your wealth well. Your enemies might even pay some pirates to disrupt your economy. Q3: Will taxes be manual or automatic? A3: The taxation system that we have planned will of course be automatic. Transactions occurring within your controlled territory will have a fee associated with them, but the details of the extent of this system are yet to be determined. Unincorporated areas, unclaimed or independent systems might not have an automatic taxation system, but security forces may stop passing ships and demand a cut of the profits for safe passage, which would be an ad hoc manual tax system. Q4: How many core systems are there? A4: We have a handy starmap page on the website to assist with any stellar questions you may have - there are 97 core systems, but it is a wide and varied area that may see unique names pop up, like Mid-Rim or Solari Cluster. Q5: How long will fleet battles last? A5: That is hard to say. Combat will vary significantly, depending on strategy, armament, supplies, and the size of the factions. Short conflicts may involve small groups getting outnumbered and retreating, evenly matched battle groups may have hours-long slug-fests where billions of credits end up in flames. Variety is the spice of the game. Q6: Will you be streaming more? A6: Certainly. Idyllic has fixed his OBS and Skinny is getting into it, look forward to more streams in the future. As always, they will be announced in the #announcements channel in the discord community. 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! Hello everyone! Welcome to the 138th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week was another code-intensive week, with lordrex patching up a few bugs and adding a few features, and Idyllic making sure weapons are working correctly before moving on to the next item on the list. Skinny got some work done meshing more fighters, and found time to stream a bit of the process today. First up, Skinny has continued to mesh the default fighters. This week he has increased his count by 6, with ships like the Hummingbird, seen below, being reduced from 37 parts all the way down to 6. There was a rocky start to his work, however - for some reason the Danube refused to be imported as a meshpart. Idyllic and Skinny spent quite a bit of time trying to solve the problem, from repeating the process independently to changing file types and export settings, but to no avail. The problem was eventually identified, and we hope the solution will help other mesh-importing developers in the community: the word 'Danube' is censored. Yes, the solution was something as simple as renaming the filename so it didn't get bounced back by an overzealous censor... Another tidbit learned during the meshing process - importing meshparts from .obj allows scale to be properly maintained from studio export to re-import, without having to resize the mesh or meshes when you get back into studio. A few of the members of the community got the chance to tune into our latest development twitch stream, hosted by Skinny while he worked on meshing fighters. For his first stream it wasn't bad, but in the future we'll try and add background music or something, so it isn't just clicking and scrolling and the occasional exclamation. It was inspiring seeing the twitch channel back in use, especially since most of the original streams were heromaster building the ships skinny is meshing, and we hope to keep that going moving forward. Lordrex has been working on a loadout saving system for a week or two now, and is making some great progress. Loadouts are officially saved, so when you return to a ship you've purchased your kit is sitting there waiting for you to take it into battle. With the replication bug patched from last week, Idyllic set about with the next important update - correcting some coding missteps that had the clients using your own ship's weapon table lookup for every other ship loaded on screen. The problem is quite obvious - unless everyone is flying an Excalibur with dual-plasma loadout, the code won't work. It is unknown where in the code this problem originated, or who made it, but the good news is that it is fixed. As part of this correction, Idyllic and Lord got to dive into the game and test out every combination of weapons in an intense bug-finding-and-fixing session. Every ship from the Cardinal to the Blue Komodo was rigorously tested against both the loadout saving system, and the weaponry replication system. With a small loan of 1 billion dollars, Lord and Idyllic purchased and edited every currently-rigged ship to ensure the system is working correctly, and patched a few bugs that were found during the process. Here we see Idyllic 1, in a fully-loaded Cardinal, firing warning shots at Idyllic2 - plasma-, laser-, auto-, missile-, and railgun-turrets all ablaze. Gameplay in this update will be much more complex and interesting than what was possible in the Dogfight Alpha, with a selection of weapon types suited for different players and different situations. We can't wait to see what sort of combos and loadouts players come up with to dominate on the battlefield. 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: Will ground vehicles have any complex damage mechanics? A1: The best answer to that is we don't know quite yet, as many aspects of ground combat are unplanned yet, though a system more complex than whats used in spaceships is unlikely. For the sake of clarity and not confusing players, the systems will most likely be nearly identical. Q2: Will far-off objects be rendered as sprites? A2: We actually coded a feature specifically for this, back when max render distance was 10,000 studs from the origin. Now that max render is at 100,000 studs, the system is unnecessary. There are other technical limitations restricting the size of the map now, so even creating sprites won't let us make real-scale systems. Q3: What will be the range for missiles/rockets/torpedoes? A3: Ideally, missiles will keep going on in whatever direction they were fired in indefinitely. Torpedoes might be useful at long-range on an unsuspecting and unprepared target, while homing missiles and guided rockets will be unable to give chase to their target when they run out of fuel, limiting their ranged effectiveness. Q4: Will there be any weird worlds? A4: Definitely. Q5: Will there be planets made of metal? A5: Not directly, but there will be planets with more metal resources than others. Q6: Can I just mindlessly attack people in RoVerse? A6: Yep. You are free to do whatever you want in-game, but you will have to live with the consequences. Kill too many ships and get put on a piracy list, marked as kill-on-sight? Consequences. One of the problems we identified with modern factions is how they can refuse a war, either by not defending their outpost, or not acknowledging your victories. To that end, RoVerse is full-combat outside of a few select neutral systems. What good are fleets of ships if you can't invade a system and take over, stealing its valuable resources for your own war efforts? On the player scale, systems may be governed by the faction in power, but you could potentially be a very successful pirate, maybe even get a sponsor from another faction that wants you wreaking havoc on their enemies. 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! Hello everyone! Welcome to the 137th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Lordrex spent a lot of time working on the code, with progress in ship and loadout saving, and wrapped up the coding aspect of multi-part engine effects; Idyllic kept on the hunt for the turret replication glitch, while skinny took to meshing the set of default fighters for the Capital Update, and Juszl is working hard on yet another map, this one code-named 'cataclysm'. Lordrex has taken on the important task of making ship selections and loadouts save between lives and on return visits, on a per ship basis. Currently, ship loadouts are entirely client-side operated from a gui - when you die or the round ends, the menu is reset and all your selections vanish. But not for long. Lord has laid the foundation work for a system to save the loadouts as you pay for them, attaching that table to that particular ship. He also put the finishing touches on the engine effects system we talked about last week. Engine particles are now supported across several emission points, for those multi-engine ships I am sure you're making, and to make the whole process easier on the developers, engine smoke effects scale dynamically with the size of the engine part. So instead of manually adjusting the numbersequences to match the engines, an automated bit of code does it for us. Skinny has taken on the task of meshing all the default (and a few faction) fighters in preparation for the Capital Update. This process cuts down on the number of moving parts your computer has to move around at a distance significantly, which means smoother flight and no ships falling apart due to rounding errors. He was able to cut down the Halbert from 30 parts... ...to a mere 8. While we could have started on this task sooner, it was important to flesh out all the features we wanted fighters to have before we went through this process, and to make sure that meshparts were as performant as possible. And good thing we did wait, since the addition of Juszl's suggested 'shaders' feature would have thrown a wrench or two into our plans. Some of you may recognize the term 'shaders' from destiny, and the concept is quite similar. We debuted this feature a few newsletters back with Juszl's Snow-Camo Dervish. The idea is that decals are applied to one or two parts of the ship on all sides, rather than skins, which are painted on and asymmetrical. Shaders allow us to do something like this: While Skins do something like this: Earlier this week in the community discord, we posted our meshing process for those in the community that are thinking of meshing their faction ships, or just to help out any other roblox devs. It's a bit much to look at if you don't use blender, but we'd like to post it here as well. Process for meshing ships in Blender is as follows:
Ship Texturing:
We've already seen some successful tests, with ManikuCalex using this process to mesh and texture his ships. Be sure to keep parts that need to be separate, separate. For instance, on these fighters the landing gear need to be able to appear and disappear, so they have to be re-imported as a meshpart separately from the hull. Any other questions about this process can be directed to Idyllic. In another bit of exciting news, after hours and hours of pouring over code looking for the problem with weapon replication, Idyllic has finally managed to identify and correct the error that prevented you from seeing other ships firing, which is a pretty important feature to have, I think. Weapons are now properly replicated and attached to other players ships when they spawn, allowing the system that shows their bullets to have something to shoot out of. Juszl has jumped to work on another map, this time going for a dense asteroid field theme. Code-named 'Cataclysm' the map is the scene of horrendous destruction. But what could possibly have caused such a mess? 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: Will the bar showing ship stats ever double back and keep going? A1: Right now, stats are calculated as a percentage of a max value, so there shouldn't be any instance of that value exceeding 100%. But that's not to say that there won't ever be the possibility, considering stat-boosting modules could come pre-installed. Q2: How will hull armor work? A2: Hull is set to a specific value, and as you are hit damage is subtracted. Much like the dogfight alpha, ships usually have shields to mitigate a lot of specific types of damage, but your hull may eventually wear down and require repair. En-route repairs can be undertaken, but with decreasing returns damage will pile up and require docking at a station for full restoration. Q3: How will factions update ship appearances over time? A3: If it's purely an aesthetic upgrade, we will just swap the models out. If it is different enough, though, a new ship will be added - a 'Mark II' so to speak, and will need to be purchased and built as normal.
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! Hello everyone! Welcome to the 136th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. Lordrex and Idyllic have continued working on fighter features for the Capital Update, with Lordrex rigging the default fighters to support the last few features we want, while Idyllic added a camera feature that was incredibly vital to functional gameplay with more than one class of fighter. Skinny worked on an advertisement for planetary features, with the help of some community members, legomadamada had some interesting bugs to work out of the environmental generator, and Juszl got some work in on a new map. First things first - this week in our Discord Community, Skinny tasked the builders of RoVerse factions with designing and constructing their best skyscrapers, with the goal being their inclusion in the latest teaser for planetary gameplay. Featuring ships flying through the sky, a mountain, and a magnificent city on the horizon, the only thing it's missing is a line of tanks invading, crushing the calm grasses beneath their iron treads. Legomadamada has continued to work on the asteroid field generator, in an attempt to create a more varied and interesting arrangement of rocks of all sizes. This week, we have a picture of a not-quite-working version, where the density and size that is supposed to increase and decrease three times, is instead increasing, abruptly stopping, and starting over. Not quite where we want it just yet, but still making progress. Lordrex worked this week on ironing out a few bugs with last week's lighting upgrades, as well as a few modifications to the default fighters. When rigging these fighters to work with the fighter scripts, certain specifications needed to be met - a part named Core here, a part named Thrust there, so that the control scripts knew where to look for specific things. Engine effects for the Excalibur were contained within a single engine part, which easily allowed the system to turn the smoke and fire on and off - but that won't always be true for every ship. It isn't for the default fighters, and it won't be for any Faction fighters we might get, so adding flexibility was important. To that end, the code is now well on its way to supporting multi-part engine effects. The other feature we were looking to support that lordrex began work on this week was another highly-requested one from the dogfight alpha - fighter headlights. Capital ships have had them for a while, but now fighters will too. No more getting lost in a dark corner, bouncing off of walls and having a seizure. Due to the limitations of the voxel lighting system, updates may be a little slow to render, but we expect that to improve in the future. Idyllic was a bit busy this week, but managed to add the base code for a vital feature we hadn't even considered before. The Excalibur is a very small ship, measuring in at about 1x1x1 studs. The camera is hardcoded to follow this stud around in all the fancy maneuvers a daring pilot might take - but that offset doesn't work for all fighters nor all fighter classes. Here is a view from the pilot seat of a Cardinal Heavy Fighter. The Cardinal, being significantly larger than the Excalibur, fills your entire screen, clips through the camera with every maneuver, and it is impossible to aim your weapons at anything. So Idyllic dove into the camera code, laid the foundation of a system that will allow a custom offset per fighter, and got the camera to a much more reasonable and useful distance. Now you're ready to take on your enemies with the highest firepower money can buy! Juszl is in the early stages of our most dense map yet, full of nooks and crannies where ambush fighters will have the edge in combat. 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: Is ice just cold water? A1: Or is water warm ice? Q2: Will there be a way to make any resistance movement illegal? A2: That sounds more like an internal faction affair than something RoVerse would deal with. If you want to disallow people resisting orders, make it illegal and assign a punishment. If internal struggle is an integral part of your faction's culture, battle on. Q3: Will debris be locked in place, or will it drift? A3: There is a trade-off between quantity of debris and motion of debris. We might simulate motion at a distance with particle effects to keep things lively, but having asteroids actually move is beyond the constraints of the platform. Q4: How will freeroam work for factions? A4: Freeroam is the first stage of development where factions will begin to make their mark on the galaxy. Consider it a dry-run for the full game, where bugs are worked out, features are continually added, and everything is working towards the official release. While it is unlikely any work done in this stage will carry over to the final game, considerations may be made for factions that establish themselves in freeroam to bypass the initial stages in the full release. Q5: Will you be able to damage ally ships in combat? A5: This particular question has the opportunity for hot debate - on one hand friendly fire not doing damage is a nice feature to have, especially in a 3d combat environment, on the other being able to punish allied ships that break protocol or wrong you in some way would be useful. Simple enough on the coding end that we might as well make it an option toggle-able by faction leadership. Q6: For structural damage to ground structures, do you require materials? How about vehicles and ships? A6: Yes. Physical repair of a vehicle or structure will require some percentage of the materials used in its original construction. Even having your ship replaced by the insurance feature may require a few bits of steel to reconstitute it. Object permanence is one of the core tenets of the RoVerse universe, having things magically appear for free, or throwing money at a building ravaged by war, doesn't align with that goal. Q7: What would warrant staff intervention in-game? A7: We'd like to interfere as little as possible in the struggles over the galaxy, but that doesn't mean we won't step in when necessary. Things like exploits will be reversed as best as possible, but faction actions within the realm of the game will be unhindered. Don't look to the staff to respawn the XXXL you worked months on that the pilot crashed into a star. Actions have consequences. Q8: Will you be able to differentiate between fighter launch and landing points? A8: The system we are currently using involves the 'hangar doors' shown a while back, that fighters can fly up to to land - the form of this door is inconsequential, just the proximity of a fighter is all that is required. Spawning on a carrier will use set spawn points placed around the ship, as a random system might clip you inside and end in your destruction. If you want these points placed around 'launch tubes' then that can be done. Q9: Will RoVerse use the allies/enemies function of the website groups? A9: The stability of such a system is currently in question, as Roblox looks to overhaul the groups feature. What is most likely to happen, is factions will be tied to a group, but all faction relations will be handled in-game on our end, to ensure stability. Q10: Will there be flares? A10: A definite possibility for fighter consumables, used to ward off missile tracking. Q11: Will gear and ships get rarity classifications, like destiny? A11: Faction weapons are unlikely to receive such a classification, as there are no random drops and new designs are unlocked through research, but the mention of exotic-tier ships like the golden Excalibur caught my attention. Perhaps there could be a way to unlock slightly better ships through some in-game action, not just skins changing ship aesthetics. 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! Hello everyone! Welcome to the 133rd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic took a trip back in time to work on two of the most-requested features immediately following the launch of the dogfight alpha - boost charge and hit markers. Lordrex has been busy, adding an experience tracking and ranking system and patching some bugs. If you've spent any time at all playing around in the dogfight alpha, you know that the boost function is a very useful tool for blazing across the map to attack your enemies. But you quickly realize that it's easier to just hold down boost all the time, and nearly always have the advantage over newer players that don't know the controls yet. This wasn't always the plan. One of the features that got bumped to be added "after initial release," the addition of a boost charge meter was mostly forgotten, along with many of the planned additions, that were deemed too complicated to add to the original scripting. Now, after a code refactor and other various improvements, it was finally time to check that tickbox. Finally adding function to the second set of tickmarks on the ship ui, the boost charge meter does exactly what it sounds like it does - keeps track of how much boost energy you have left in the tank. When not boosting, this power recharges slowly over time. This also means that boost does, in fact, run out. No more boosting non-stop through battles. Sorry. This addition involved a few tweaks to the code, that all started with Idyllic patching the boost-throttle bug. In the dogfight, if you were to hit boost while also holding 'W' the throttle key would override the boost and you would remain at regular max speed. Letting go would also catapult you forward to max boost speed instantly, and was seriously problematic. Good news, though - this bug has been patched. Another feature that was highly-requested post-dogfight was a visual hit marker to go along with the auditory ones that play when you hit an enemy ship. The code has always been there to make the sounds work, so adding in a small bit of code that creates a hit marker on the player's cursor was trivial - it was the design that required some thought. There are lots of hit marker effects in sci fi games, from your standard cross or x, to fancier ones that have crazy effects. We wanted to stand out, but not be too excessive, so we went with a simple addition to the existing cursor you know and love. The key is to not go too big, or it becomes distracting, don't go too fancy or it'll be hard to read in combat, and with enough contrast that you can see it when deep in combat. Lordrex has been working on an experience and rank system to reward players for completing various activities, and to reward the most dedicated of players with a badge of honor showing their skills as a pilot. Now you'll get a handy popup notification when you are rewarded with credits or exp, or when you rank up. We're still working on what exactly the ranking system entails, but you might be able to achieve some fancy titles fitting for your position, or even unlock fancier skins. This feature should add a nice extra dimension of depth to the game, to keep players coming back for continued challenges and to unlock cooler things over time - all unlockable with igc, of course. 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: Will the targeting hud from the dogfight alpha be available in the full release? A1: The existing targeting system will be used, though there will be restrictions to the range you can see enemy ships at, similar to the radar. We don't want to lose all the stealth aspects of the game, but we can't expect players to pick out two moving pixels kilometers away. Q2: Will there be a release of the RoVerse gun and vehicle scripts so that factions can add them to their bases? A2: That remains to be seen. On the one hand, security is important - on the other hand a game with as lofty goals as RoVerse is a prime target for exploits and placestealing, so it might be better to release anything ourselves. We'll see. Q3: Will ground combat become obsolete it the face of overwhelming aerial firepower? A3: We don't want it to. We'll be setting up ground combat to be equal parts air support, vehicles, and infantry. Expect obstacles for vehicles to run into, small shields to minimize airstrikes, and large distances requiring transport, each playing off of each other in a fun and rewarding combat system. Q4: What sort of content will come after the full release? A4: After release there should be a slew of new default ships added, as well as skins to go along with them. There's always room for new weapon types and expansions to keep combat interesting, and the list of features on Idyllic's wish list that would be cool to have, but aren't vital for release. Q5: Can we program station defenses with targeting priorities for their automated functions? A5: The full depth of automated station defenses are still being planned, but we would like some way to set priorities - why have the cannons trying to shoot small fighters when a capital is doing more damage. I'd put that on the 'eventually' list. Q6: Could a subfaction pilot undock a corp ship, fly to a neutral station, and dock it as their own there? A6: No - ships constructed by a corporation are inherently that corporation's property, a solo player on a thieving streak won't be able to make off with it. In this case, it would remain the corporation ship, just docked at a neutral station. Q7: Will there be infantry shields? A7: A handheld shield is a possibility. Depending on how flexible the ground combat system is, we plan on supporting a wide variety of weaponry and arms. Q8: How many horsepower does the excalibur have? A8: At least 7. Q9: Will you be able to stop midway while warping in the middle of space and mine asteroids or build a base? A9: Definitely. The warp system is just there to help speed along the process of travelling across the vast reaches of space, it's not locking gameplay into small spheres around landmarks. Asteroid belts will stretch all the way around stars, there will be endless risk and reward out in the void for the brave adventurer. And, if you wanted to, you could set up a station or outpost out there, which would then turn into a landmark you could warp to. 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! Hello everyone! Welcome to the 131st issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has been at work on the Capital update, implementing a universal credit system for the purchase of more powerful and higher tier ships, weaponry loadouts, and skins, while Lordrex has patched a few bugs with several of our gamemodes. Idyllic also put in some work on the intra-system warp system and radar, as well as refactored the menu guis to scale with the user's screen. First up, the new menus. A member of the RoVerse Discord community mentioned this past week that the images we were showing in the newsletters lacked the appropriate scaling features necessary for game guis to work on screens of all sizes, and that in a few studio testing gifs and pictures the UI was crowded and out of place. Taking this advice, Idyllic spent a little time this week setting up the UI to use UISizeConstraints and UIAspectRatioConstraints, to allow our hand-made guis to scale with the size of the user's screens. Going to show that even the most knowledgeable developers can still learn new tricks, the use of the Aspect Ratio Constraint was instrumental in the success of the gui modifications. Without it, any sort of design goes out the window when a player with a 4:3 square screen starts resizing gui elements defined by scale. Changes were also made to the top menu bar, where we opted for a more condensed icons-only version. Previously we had both icons and the menu name spelled out, and Idyllic developed a collapsible version to save screen space on smaller screens, but in the end it just didn't seem necessary. The icons themselves, if properly selected, should be able to tell the story of what they do, otherwise they're pointless. The Description panel and Stats panel were anchored appropriately to the bottom corners of the screen, with only a few tweaks needed to allow the stats panel to scale by its parent element. The centered arrows used in loadout editing and ship selection also scale, but keep their aspect ratio and are still anchored to the center of the screen. You may have noticed another feature tucked into the corner of the new menus. A mysterious number and symbol, but what could it mean? That's right! Players can now purchase ships and mount weapons to their ships for a fee, and the interface tells you right there how many energy credits, or €, you have remaining. Prices are still to be negotiated and calculated, don't expect to buy a Heavy Fighter for 10 credits. On the topic of credits - the fighter refactor did include the addition of credits, and functions to award the player credits for kills and other gamemode events, so tying into that system was straightforward. Lordrex spent the week patching bugs and making modifications to our existing gamemodes, and making preparations for any new ones we plan to add in the future. Currently there are three gamemodes - the Team Deathmatch you all know and love, a Free-for-all match, and a Team King of the Hill. A nice variety to get us started, while we work on the extensive list of gamemodes the members of the Community have voted for in the discord voting channel. Spending a bit of time on Capital features, Idyllic expanded the feature set of the radar system we debuted quite a while ago, adding in the ability to see important landmarks outside of the ships natural radar range. You'll only be able to pick up enemy fighters within a range of about 500 studs, but we want you to be able to find your way around a system easily too, so planets and wormholes/jumpgates will also appear on your minimap, giving you a heading to steer your way to wherever you want to go. Along with this update, Idyllic added the ability to toggle these icons on the player's HUD. No longer is there just your selected target, but also distant planets and other celestial bodies you might want to warp over to and take a closer look. Fortunately enough, the planet radar icon created by Mikey is an excellent fit for highlighting distant planets on the HUD, as it gracefully encircles the target, getting the information it is trying to convey across simply and elegantly. And I can't imagine trying to find a wormhole out of a system without any sort of guide, as you can see by comparing the photos above and below. These new features are still in their early stages and have a few bugs to be worked out, but working on them was a nice change of pace from working so hard on fighter mechanics. 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: What are the benefits of using fixed vs gimbal weapons? A1: The difference between the two weapon types is fairly straight forward - fixed weapons are mounted directly to a ships air-frame, and cannot turn to lead your shots, whereas gimballed weapons require a mounting structure that can turn in place, with several angles of motion. Your fixed turrets will generally have better stats, like more damage and better accuracy, while gimbal weapons have more aiming freedom and don't require lining up your ship with your target. Q2: Missiles, how do they work? A2: We plan on having three types of missiles - the homing ones demonstrated a few newsletters ago, a guided version that tracks the cursor, temporarily called rockets, and an unguided version called torpedoes that fire in a straight line. Q3: What happens when you reach the edge of a system? A3: I think Juszl put is best - "The inherent subspace gravitational field of each solar system is minute in most forms, but when concerning the pull of the sublight drives relying on the ambient gravity signatures of celestials in the core of the systems, it renders them increasing inefficient the farther out a craft goes, to the point of it becoming dangerous to venture any further. Coupled with this the already present dangers due to the lack of proper equipment to deal with deep space operation, this can pose quite a threat to spacecraft." Sure, we have technical reasons for limiting the map size, but that doesn't mean we have to slap up a wall and say turn around. So go and write your own lore about it. Q4: Will Capitals ever get combo turrets? A4: Unlikely. Combo turrets are still on the board for vehicles and armor on the ground, because having an auto turret to support a main battle cannon is an important feature to have when you're limited to a single turret mount. Capitals, on the other hand, have plenty of mounts to allow players to select the proper assortment of weapon types, making combo turrets unnecessary. 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! Hello everyone! Welcome to the 129th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic and Juszl collaborated on some big details for the new map, Idyllic continued coding the fighter spawning functions, aiming to fix the fighter spawning system so we can spawn whichever ship wherever we want to. We also have some clarifications regarding attribute points for ships. Juszl has continued to work on his map for the Capital Update, this week completing the iconic central station that is the landmark for the map, where most battles will take place around and through. While not a station of any specific type, it certainly is full of cool details. Idyllic helped out, using blender to texture an energy beam mesh to spin around the top of the station, with beams used to create the pulsating effect. Pilots are warned against getting too close to this high-energy phenomena, as it may lead to malfunctions, ship destruction, and death. We're still solving the problems created when a developer left the team after obfuscating the code - we appreciate the work he did, but the state he left the code in leaves a lot to be desired, and that's why it's taken Idyllic two weeks to finally accomplish the surprisingly daunting task of modifying the system to spawn any of the new fighters on command. But good news! He has accomplished his task! In the end, it took choosing the nuclear option to disable chunks of code that ran the old hangar system, delete a folder of facade ships that the old system was based off of, and hunting down all the errors from there to find where to hook up the deploy button for the new and entirely rational format of the new hangar system. While this may seem like a minor and unimportant bit of progress, it is actually quite important to the completion of the game. As with any project picked up by a different coder down the line, things aren't exactly where they should be, and features have been added that weren't originally planned, but you still have to keep moving forward, hunt down what you need, and remove the excess, which we will keep doing. This week in the discord, a conversation brought up some questions about how 'attribute points' will work, which led to a discussion among a couple devs about their place in our plans. The problems involved dynamic attribute points making a tech tree redundant, or vice versa. Our decision on the matter proceeds thus: attribute points will be used exclusively by faction ship developers submitting ships, allowing them to tweak the stats of their ship from a baseline for the class, depending on their intended future use in their fleets. These points will be spent once and are not changeable by the end user. Further modification of ship stats, however, will still be possible through the purchase and installation of modules, unlocked by research that is available to both faction members and the solo player through station interfaces. Kitting is also a method available to modify stats - constructing a ship with a carrier kit selected will increase stats like hangar and cargo space, while decreasing armor and engine power - either as a selection during the building process, or as a rekit at a shipyard for added expense. Further details on these systems will be released in the future, but for now this is a rough guide on the current plans. 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: What incentives are there for exploration? A1: We'd like to think that a sense of adventure would be all the incentive you'd need to explore the far corners of the galaxy we're carefully putting together for you to explore, but if that isn't enough then there might be other rewards, as well as the tactical bonus you get for extensive knowledge of various systems. And who knows, maybe you'll find a mysterious artifact somewhere out in space. Q2: How dark will space be? A2: At least 7 dark. Really, though, space has it's extremes - fly too close to the sun and prepare to be blinded, explore the furthest reaches or in the shadow of a planet, and it will be dark as night, or more. Q3: Will there be a coded limit on how many large ships a faction can have? A3: Nope, the limits are all down to how much money a faction can rake in, how many resources they can collect, and how many pilots they can find to pilot capital ships. There may be a limit to how many XXXL capitals can be in a system at once, since they are exceptionally huge, but not to how many you can build at once. Q4: Can we scuttle our ships? A4: I wouldn't recommend it. Using your ships to combat enemies is still the most effective use of them, otherwise don't even bring them out to battle. Q5: How does warp work? A5: Idyllic is still in the process of coding the various portions of intra-system warp, but we can go into a bit of an explanation here. Warp isn't an instantaneous jump system, instead your ship moves at high speed from one location to another, requiring line of sight and minimal obstructions. Triggering the sequence, you select a destination that is provided on your HUD calculated as the shortest distance between two points of interest. You can always fly there the old fashioned way, and see what gets missed by those just rushing about, find asteroid fields plentiful in ores and establish a station as a new jump location, even. The image below shows a variety of flight paths through a hypothetical system, with dashes showing intrasystem warp engaged. Q6: Will there be warp bubbles or interdictors? A6: There won't be anything like that, no. Bring enough firepower, and you'll take down any target that gets in your way before they have a chance to flee, or be tactically-aware enough to know when to retreat without having to worry about the enemy having a magic bubble stopping you. Q7: Is there a cap on the number of factions allowed? A7: We originally planned on having a set number, but as we've been developing that has evolved - if you can carve out a niche in a far-flung corner of the galaxy, and stop any other factions from destroying your stuff, you deserve full faction status just as much as anyone else. Factions may rise and fall, there may be periods with lots of small factions, there may be times with only a few gigantic factions, fully dynamic.
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! |
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |