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! Hello everyone! Welcome to the 101st RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week we've delved into system generation development, in connection with lordrex's work on back-end systems, and Idyllic has moved forward with more back-end code for the Capital Update. Up first is our work on star systems. Before now, we've been working with a table of pregenerated data that simulates the star systems at a small scale for the starmap available in the lobby, where everything is saved as a location and a style. This week we pushed beyond that, identifying the proper scale for the star at the center of the systems, while maintaining proper play area around it. The extension to 100k far-clip distance has greatly improved how systems appear to the player, allowing us to create a fairly large star that players will definitely want to avoid. With the high boundary set by the star, and the low boundary set by the physical assets like ships and outposts we've already created, we could find the proper middle-ground for sizing planetary meshes. Large enough that they are impressive to even the largest of pilotable ships, while still appearing small in comparison to system stars. Hidden in the original code for the game Lobby was this lovely script that takes the angles between star systems, and figures out where the wormholes should be placed in relation to the primary star. While this demo is not exactly to scale, it demonstrates the function quite well. Those of you in the community may have heard of the new guideline for Capital ships that was mentioned - ideally all classes of Capital, excluding the XXXL superweapons should be able to fit through the standard-sized jump gate. Ships that are within 190 studs wide and tall (at 15% real-scale) will have a higher chance of being accepted as a general purpose fleet ship. For reference, here is Sphaera, the iconic wreck from the Dogfight Alpha, travelling through a gate. While faction-designed gates won't have to look like the default one, they will have to adhere to the standard wormhole size, or else you could clog up the wormhole with ships that don't fit out the other end. We took the chance to compare all the available system assets with the newly developed system scale, to ensure that outposts and spacecraft looked and felt their appropriate size, both at a distance, and while in operation by the player. Tests of all kinds were conducted, including variations on planet scale to make sure that both large and small planet sizes could be supported (planets of all the same sizes would be fairly boring), test flights of Capital ships around and between planets in a system, as well as comparisons between Capitals and other earlier-constructed assets, like Outpost modules. Here we have the test grid of outpost modules, every class of Capital and Fighter, a Star, two Planets, and a localized asteroid field. There were two extreme possibilities with the design of star systems - we could exaggerate the scale of everything, moving planets closer together and shrinking them down, allowing ships to easily fly on over to adjacent heavenly bodies, or we could attempt realism, with large spacing, fully scaled objects, and alternate transportation between the two. For our completed design, we attempted to find an appropriate middle ground between the two. Our star is .00008% the size of the actual sun, which is a fairly small star all things considered, planet spacing is scaled up from the starmap values by 50,000, and enough space between heavenly bodies that it feels like proper space, but you can still see other objects off in the distance. At this point I would like to highlight a feature mentioned quite a while ago in the FAQ section - intra-system jumping. While separate star systems are isolated from each other by numerous wormholes and jump gates that function as a loading screen, moving around between points of interest within a star system will be much more direct. Ships will be able to engage jump drives to bypass the incredible distances between objects, the void space as we like to call it, and arrive where they intend to go. While those adventurous souls may venture out into the void to meet whatever strange occurrences that may be waiting out there, anywhere you need to go in a system will be within reach with a click of a button and a firing of an engine. To better help you appreciate the scale, here is a medium Capital on a flyby of a Pirate Factory module. Outpost shipyards will be highly restrictive in comparison to their full-scale Station brethren - outpost shipyards can only construct up to Medium-class Capitals, and only a few at a time, as well as not being faction-styled. So if gigantic ships are your thing, creating a faction, or employment with one, is highly recommended. This week we've had quite a few questions from faction leaders asking about Capitals, and just how big they are. Some have drastically overestimated the allowable size, while others have slightly underestimated, so this week we'll take some time to answer a few questions. While we aren't to the point of releasing locked-in limits, like part count or weapon mount limits, we can provide some general guidelines to help you build your early Capital ship designs. The size difference between fighters and XXXL Capitals is enormous, though it will be an extremely rare occurrence in the full game. Ship sizes should tend towards the smaller end, with most pilots operating fighters and strike craft, while being supported by one or two capital ships. The largest ships available will be for pretty specific occasions, and will be a pain when it comes to upkeep, but they may happen. To better help you understand scale, Idyllic has put together this handy description. Here we have the Excalibur light fighter you all know and love, astride the Bolitho, a Small-class Capital. The Excalibur is around 1 stud long at 15% real scale, while the Bolitho is around 44. Next up we have the Avenger, measuring in at 50 studs long, placing it on the smaller end of the Medium-class. Here we have the Protector, a Large-class Capital measuring 80 studs long. Next we have a yet-unnamed Cargo vessel falling into the XL category, and measuring 210 studs in length. We're getting to the point that it's hard to see the fighter, with the Daedalus XXL Capital, measuring 240 studs long. And lastly, we have the XXXL-class, measuring in at around 1000 studs long. We hope that helps you when you're sizing up your own fleet of ships. 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: Any planned logistical/support roles for Capital ships? A1: Beyond the directly combat-related roles, we have no current plans for support ships. Carriers and repair ships, as well as ships designed for taking out shields or armor, as well as static-object ships, should provide enough variety early on. Further down the road, though, we may investigate supplying support roles if we find combat lacking. Q2: Any planned dedicated anti-capital weapons for fighters? A2: The larger classes of fighters should be able to be outfitted with anti-capital mines or bombs, that can be used extremely effectively against undefended capital ships, and you can always concentrate other weaponry on a target, while evading defensive squads or turrets. Q3: Will there be a speed difference for ships between space and in-atmosphere? A3: Yes, definitely. For capitals, controls will be much more sluggish, as well as a lower speed to compensate for pushing all that air out of the way. For fighters, we plan for much less control, especially when stationary or slow-moving, to compensate for the effectiveness of spacecraft on ground targets. Q4: Have the weaponry stats been locked in yet? Do we know which weapons will be most effective against which targets? A4: Final stats have yet to be determined, and we plan to tweak them throughout the Alpha stage. Energy weapons will primarily damage energy shields, yet still do significant damage once they break through. Kinetic weapons and their benefits and costs were described last week, but they should focus primarily on hard targets, armor plating and ground targets. Q5: Will there be AI civilians in cities? Vehicles? A5: Any AI is heavy on the server, and cuts down on how many players we can support at one time. We'd prefer to see players driving tanks and jeeps through city streets, rather than stuck in traffic on the I-5. 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 one-hundredth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. Those of you in the Community Discord server celebrated the 100th issue milestone this past evening with a dogfight team battle to the death, with Team Idyllic taking the first match over Team Lordrex. The second round, a 2 vs. all match, left CptJaller and Arorias victorious, making them undeniably the best fighter duo around. On to progress we've made this week. A significant milestone was reached this week on back-end systems with a successful test of system loading, further design work on a crafting system and various system and faction model storage solutions. Adding to our arsenal, we now have both a conventional and railgun turret and firing mechanism, and a first-look at ship destruction and debris. Let's check it out! Up first is a demo of the object loading from a table of values pulled from our external server. Using trees rather than asteroids to better gauge how well rotation aspects are loading, the system will be used to load all user-placed, temporary, and permanent objects dependent on which system has been selected to load. Stuff like faction stations and outposts are classified as temporary, with the ability to be destroyed and removed from the table of saved locations, while objects like wormholes and stars and planets all will remain unchanged for the time being. Asteroid and debris fields will be loaded in with a randomized system, to cut down on the number of asteroid positions we have to save and load each time a server is started. Other work on backend systems this week includes the first successful transfer between the lobby, and a character's saved location in the galaxy. In the next few weeks, we should have a demo video showing the process, but for now the code is there, and it works! For those new around here, each of our 220 star systems are saved into data files like the one shown above, and when a player attempts to enter any star system, it loads up the System save file, and depending on which system the player is travelling to or loading into, loads the objects and locations that should be there. That way, we don't have to save each system and planet as an active place, or use a hack based on the createplace API. Lorenzo has created the 6th turret model of our 8-weapon feature list for the first Capital Update, the Railgun Turret. With its sleek lines, cooling fins, and matter accelerator housing, the railgun accelerates a physical projectile to incredible speeds using a directed magnetic burst, with the kinetic energy released on collision doing extreme amounts of physical damage. Designed as a higher-tier weapon that bypasses the shielding of enemy ships with a physical projectile, these turrets will be one of the more expensive and hard to obtain weapons of the game, so a ship won't likely have a full loadout like the one above. Instead, look for one or two turrets in strategic locations to do that last bit of damage after enemy shields have cycled. And finally we return to the Bolitho with its conventional turret loadout that we demoed with the early-stage Capital scripting. This time the flak mounts have been replaced with full cannons, which won't be allowed in a playable kit, but does serve to highlight the flexibility of the turret attachment system, that works with all sorts of angles and positions. The conventional Turrets boast dual barrels which alternate each shot, but unlike the missile turret, do not have individual cooldown times. Faction designs could theoretically have more barrels, but their turrets will not fire any faster, which would be a severe balancing problem, leading to an arms race to put the most barrels on every turret as possible. To prevent the two physical weapon types that ignore energy shields from becoming the default weapon type everyone uses, they will have some downsides. With a physical projectile, how the projectile hits is just as important as where it hits - a shallow angle of attack and the projectile will bounce right off. This concept is used in tank design, with angled deflecting surfaces protecting its crew better than heavier armor designed to take the full force could. To that end, railgun and conventional turret shots that have a high angle of attack will wreak significant havoc on your target - miss your mark, though, and your shot will bounce off, sailing off into the void, perhaps hitting another ship in the process. With 6/8 weapon types coded, it seemed only appropriate that we do a test of every weapon type assigned to a single ship, rather than the uniform loadouts of the past few weeks. In a concept primarily for the full RoVerse, debris fields will litter star systems as a reminder of the conflicts that have raged through the stars. These masses of scrap and fire will be prime spots for scavengers to work their magic, gathering the scattered cargo thrown from the ship when it exploded. Though not everything will survive, a faction would be wise to protect and recover their resources from downed ships in friendly sectors, though one's in hostile or neutral space might as well be considered completely lost. We plan for wrecks to remain a permanent aspect of a system, to preserve the history of the clan world beyond bases that automatically reset when the time runs out or the raiders win, to further our goal of a permanent battlefield upon which clans of every kind can fight and win with real rewards. A quick update on the status of the Capital Update - with weapon systems nearly completed, it shouldn't be too much longer before we get a playable demo out there for community members to help us test out before we go for a full public release. Highest on the list of things to do are integrate fighters and capitals, replication, and UI coding. Each week we get closer to release, and each step closer we get more excited to see the public experiencing something we've poured our hearts into over the past nearly 2 years. I'd like to especially thank everyone in our community for supporting our work through the development process. We were honest from the start that we were undertaking an ambitious project that would take a long time to complete up to our own, and everyone else's standards. We've all had a great time interacting with everyone, from losing horribly in a dogfight competition to watching you develop cool ships and faction ideas and unique ideas and pushing us to do better than we ever thought possible. As long as you're still around, we'll stick to it and get this awesome project done. I'd also like to thank all the developers who have worked with us over the past 2 years, many of whom have moved on to other projects, but have definitely left their mark where they added their expertise to a little portion of the project. Even if you're not around the project anymore, we'll keep doing our best to put your work to use, and make this game the landmark project it's always been destined to be. 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 different species be able to survive in different environments? A1: Generally, characters should be able to survive in quite a wide variety of environments, with only a few being damaging or dangerous, probably exclusively no-atmosphere or radioactive areas. From the high deserts to the swampy lowlands, characters should be able to survive just fine, but if a faction lore wants to name a specific zone as a preference they can, though it won't have significant gameplay influences. Q2: Will we be able to make hostile environments survivable? A2: I wouldn't look to any permanent solution to hostile environments, though you may be able to construct bio-domes or enclosed bases to keep the bad stuff out (or the good stuff in). If we make a location hard to get to, it'll be for a good reason, and it'll probably stay that way. Imagine a rough border outpost perched on a lava-fall, harvesting rare elements for sale across the galaxy. Half the fun is the danger, and pure terraforming could theoretically influence the production of luxury resources, so that wouldn't be a good idea. Q3: Will ships be able to have small animations, like engines turning on takeoff, or doors closing? A3: There isn't anything outright limiting such animations, though adding different ones for every faction would be a lot of work. We might be able to add such fine details somewhere down the line, and it might cost a bit more. Q4: Will you be able to shoot down incoming missiles? A4: Missiles would be incredibly overpowered if they were an unstoppable force pursuing your ship, so yes, there will be ways to shoot them down, though they aren't a 100% guaranteed defense. A version of the autoturret powered by a light AI will probably be the form it takes, and can benefit from increased or decreased accuracy, with a few variable changes. And perhaps an outgoing conventional projectile or laser bolt triggers the mechanism, in a rare occurrence. 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 ninety-second issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, most of our devs were occupied by finals as the school year is wrapping up, so this week we'll be doing something a bit different. We've gone back through the community discord channel as far as we dared to gather some of the most impressive and inspiring works by members of the community with the intent to join RoVerse as a Faction or subfaction. Important to the development process is the use of concept art. In the discord we have seen hundreds of images of sci fi ships and mechs and tanks, all really cool designs that we hope someone attempts to make their own. Google image search is a surprisingly good resource when it comes to finding cool things to build. While we don't recommend directly copying the images from concept art, using pieces, or combining different parts, with your own flair, ends up with the best results. Ships of all sizes and detail levels are right at your fingertips, and with unions and mesh imports, adding those trickier details is easier now than ever. Recently, one of the most pervasive users of the #faction_fanart channel has been Juszl, Vis of the Ninazu. He's been working on an entire fleet, weapons, structures for his faction for quite some time, with excellent results. Some of his posts can be seen below. But he doesn't just build a ship in one go - an important and interesting part of his posts is how he shows his process. From creating an outline of a ship based on some concept art, to filling it in using some pretty great plugins, to the final result. We've certainly enjoyed watching his development, and with his results, we'd recommend those just starting, take a lesson from his playbook. Another thing he does quite well is keeping a consistent theme between ships - they are all built by the same faction after all, so they should have some consistent elements. As seen in the fleet pictures, bold stripes can sharp edges are carried through his many ships, even if their shapes are wildly different. Another detail he has used is slight variation as seen below. Two ships of similar size but different purpose are the same ship chassis with a different format, which is an entirely reasonable thing for a faction to do. Drawing inspiration from things is great - there is so much content out there that no one has seen everything, and everyone's experiences are different. Find a style that fits you, and we'll work it into the game. We've also seen some other great stuff here and there that we'd like to spotlight here too. Be sure to post cool stuff you're making in the faction channel, to get some feedback from the community and devs, and to inspire others to make cool stuff themselves. RoVerse is more than just another spaceship flying game, it's a game for everybody in the faction community. Build your own ships, conquer the galaxy, show the world that you're more than an old base-raiding warclan. And most importantly, have fun doing it. Catch up with us next week for more progress on the Capital Update, as well as cool new builds and features for the full game! 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 eighty-sixth 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 some outstanding progress on the planetary front, some more design work for economic systems, and a new planetary structure that will be vital to establishing colonies. Let's get started! Idyllic has been hard at work this week wrapping up the final updates to his old system of planetary generation, marking the end of the old and slow system, and the beginning of his explorations into new processes of making planets as varied and realistic as possible, both to keep them interesting, and to immerse players. This time last week, he had been solving continent growth and collisions, this week he has completed updates to that portion, as well as the wind generation, heat generation, and default moisture generation systems that will all go into generating realistic biome conditions on the final planets. In the process of debugging the collision code, Idyllic generated a few planets and was surprised with how cool they were, even without refining the different variables. Here we have a shallow continent meeting an ocean, which would form a beach, while in the background rises a high continent, meeting the ocean with steep cliffs. Also during his work, he accidentally generated a 5-step planet, which would have taken 3 hours to generate using the old system, but it managed it in about 15 minutes instead. It does have some unique formations, like land-locked plates surrounded by high mountains that will be toned down for the final system, as well as an exceptionally tall mountain visible at the south pole in the image above that could be cool, but isn't quite realistic. As with any new creation, sometimes you find cool things about it that you didn't plan for, and are neat in their existence. Like the insides of the planet, giving you an inverted view of the mountains and continents on the surface that you otherwise couldn't see. Look at the depth of that oceanic trench! And this neat mountain with a lake! Now that he is all caught up with the updates to the old system, and has cut generation time by 80%, Idyllic plans to move forward with planet biome generation, where heat boils ocean water, that is then carried by wind and deposited on land masses, resulting in various climate zones in various places around the planet. We can't wait to see what he comes up with. Idyllic, Skinny, and Lordrex have also spent some time this week developing exactly how contracts and purchasing of goods from other players will work. Every detail from the expiration of requests, how factions will make a profit off of transactions they host, to where transactions can be made, fulfilled, and who gets to know about them. Exciting stuff! This week, Brad has constructed a new planetary structure to assist in the transfer of planetary goods to the far-flung stations of any faction - the Capital Spaceport. Modular arms built like any structure and rising high into the sky will connect with telescoping gantries to any Capital ship small enough to enter orbit, allowing cargo to be loaded and unloaded, machinery and equipment, vehicles to be transported from their construction location to where they're needed, whether that be fighters for the front, or miners for the asteroid belts. Expensive to build, but worth the cost to offload cargo from planets on a large scale, or bring in materials for city building. 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 subfactions be able to sell 'salvage' or 'ugly' ships scrapped together from pieces of other ships? A1: If the Ravager appearance is the sort of style you or your band of mercs want to go for, you will definitely be able to submit ships that are unusual in style, you might even be able to get permission from another faction to use their ship parts, or create your own custom pieces. As for in-game mechanics allowing you to piece together broken ships, I wouldn't expect that anytime soon. Q2: Will we be able to move outposts from system to system every once in a while? A2: While we don't have any current plans for moving outposts around, the suggestion has come up quite a few times and would be worth considering. I can see the use in a pirate outpost moving around the asteroid belt to stay hidden, or an outpost for storing and shipping large volumes of cargo wanting to stay in the most efficient place. If outposts prove to be useless if locked in place, we'll look into a semi-movable sort of system after release. Q3: Will there be any sort of 'training mode' for factions to practice with their recruits? A3: While we would prefer you drop them in real combat, that wouldn't be the best process for every sort of training. We'll look into either providing a separate place for practice, or release some scripts for factions to use in their own training simulations, or perhaps we just have a toggle for a Mirror Dimension where nothing is permanent. Q4: Will you have to worry about maintaining orbit around planets like KSP? A4: Not really. While realistically simulating gravity is a cool stunt, I'd think by the time they've developed gargantuan capital ships, they'd at least have figured out a computer capable of keeping the ship hovering in place over a planet, rather than needing constant pilot input. 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 seventieth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week has been an intense week for backend progress, with lots of work on the Dogfight Alpha Capital Update, bringing it that much closer to release; We've got another teaser for ship systems, with an improved UI that's starting to take shape; and some more lovely building and environment work from Vedrakkerous. Let's get started! Idyllic has been hard at work coding one of the more important aspects of the updated ship UI - the Radar! After a few simple iterations, we think we've found the right balance between simplicity, and usefulness. Currently, it tracks locations relative to the forward facing direction of the player's ship, so it's useful at any angle. It also tracks the vertical rise and fall, helping you level out with whatever you're aiming for. And it works quite well. Tracking and eliminating targets at a distance has never been easier! Though it does get a bit more interesting when a fleet of a thousand ships shows up ready to crush you. You better get used to watching your 6 for any Space Turkey fleets coming after you. We managed to stress test the system, and it works quite well with a higher-than-expected number of markers, so you can look forward to using this sci-fi game staple soon. Ved has been working on the Capital ship hangar for the Capital Update, and has made some lovely progress. Custom designed to hold all shapes and sizes of ships. And it makes a few ships look very, very small. On other fronts, Skinny has been developing another ship, and has been fixing a few issues with our custom sun flare script with Sutic. Lordrex has continued work on backend systems, and we've started integrating those scripts into some nice fancy UI elements that Ved has been developing, which we'll be showing off soon. It's getting close to a busy time of year for most developers again, but we'll keep working hard to make this epic game a reality. If you haven't already signed up for the Dogfight Tournament, now's your chance to do so. You can find the form here: https://docs.google.com/forms/d/17KKApFQwTK-EW0uWbNQlWvq0i7OXem1Hf4YVh4SVOn4/viewform?edit_requested=true We've got a few 2v2 teams signed up, but not enough of the larger teams to have a full tournament. If you sign up now, you'll have a pretty good shot at winning the prize! 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: At character creation, will you select a clan right away and never be able to leave? A1: We're looking to find the middle ground between locking you into one clan, which we don't really want to do, an allowing anyone to clan hop all over the place which is all too common with your standard Roblox groups. Getting fired from a faction or subfaction will definitely be possible, but there might be some sort of fee incurred if you start laving groups too often. Q2: Will custom animations for different species possibly be supported? A2: We're still working on finalizing the details on how fancy our character system is, but once we do that we will be able to give you solid information on that, but right now it looks to be restricted to a humanoid form, both for fairness, and for ease of implementation. Q3: If you have a family bloodline, will that be recognized as a subfaction? A3: While you wouldn't get special treatment just for having a family bloodline, there's nothing stopping you from building your own subfaction, and operating like the mafia. Anything less official than that would have to be character names, clothing, alliances, all left up to you. Q4: Will I be able to behead someone? A4: If bloxxing someone is your goal in life, who are we to stop you from doing that? I'd expect people in RoVerse explode the same as anywhere else. Q5: How's the devlist coming? A5: Its nearly completed, will all the items we want factions to develop to fit their own unique style, but we're still working on setting limits for everything from size to minimum and maximum dimensions, which will take a bit more work, and collaboration between nearly every department. Q6: Will there be grenades that can slow people down? A6: We're looking to develop a comprehensive set of weapons that cover anything a faction could desire, from giant armored tanks to rocket launchers and railguns, anything with any sort of scifi theme is up for grabs, and that includes specialized weapons like frost grenades. I can think of one clan that would love to use those. Q7: What will the server limit of players be? A7: This is one of those details that we won't know until right up to release, but our goal is to get as many people as possible into every game, so that space is full of non-stop action, if you want it, and enough far-off planets for those who prefer solitude. Once we get everything coded and optimized, we'll let you know. Q8: What are the requirements to form a corporation? A8: Just like in real life, there are two primary things you need to start a corporation - a lot of money, and be able to provide some service, from manufacturing to security work. Once you have enough money to found a HQ, and hire on some members to run things, you can take on all sorts of tasks, from protecting borders or shipments, to producing the best gear in the galaxy. Q9: Will there be a rarity list of all minable minerals? A9: We're not quite sure yet if we'll be releasing that sort of information, partly because it ruins the mystery and exploration aspects we're hoping for, and because the rarity of minerals will vary significantly from system to system. Take spice for example - a staple in the core systems, and a valuable luxury in the outer systems. Q10: Will mined minerals have to be picked up like minecraft, or automatically sent to an inventory? A10: The way minecraft deals with mined items is probably the least efficient method for going about it, and more suited for the stone age. In RoVerse, in the era of galaxy-spanning empires and spacefaring civilizations, I'm sure someone would have perfected the technology to mine with lasers the put things right in your inventory. Q11: How will sending orders to fleets and armies work? A11: Faction leaders will have access to a few in-game systems to help with directing their armies and fleets as they battle for control of the galaxy, but relying exclusively on systems on our end might not be the best choice - I recommend setting up a faction battle discord server or channel, for the higher ranks to direct players by sending messages to a wider audience, or taking advantage of the voice chat features. Q12: How will you tell who has declared war on who? A12: We'll be setting up a comprehensive system for tracking who's at war with who, and with a special system of battle cycles taking place over a week, at set times and for a set duration, we can avoid the confusion that occurs with the current ways of doing things. At the beginning of the week you'll know when and where you'll need to send troops, and which systems you'll have to defend. 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! Any fans of the science fiction genre on Roblox can join the Science Fiction Genre Discord and find other fans and developers like you. 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 sixty-eighth issue of the RoVerse Development Newsletter, where we keep you updated on all the progress we've made over the past week. This week, we've been working hard on quite a few cool features. We've got a close look at Skinny's new Capital ship, a release of Animula's RoVerse OST, some miscellaneous build work, and as always, some beautiful screenshots from Vedrakkerous. Also, we have an event announcement to, well, announce, so stay tuned to the end of the newsletter. First up we have Skinny's Capital ship that we showed the in-progress photos of last week. Fully detailed, this ship is truly a massive vehicle of war, and will definitely make any fleet a force to be dealt with. This ship counts as the first XXXL capital, the largest capital ships to fill the skies. Ved's been continuing his work with everything to do with atmospheric effects, with some more unbelievable photos that show just how cool this game will be. And not just RoVerse, with the right dedication, any game on the platform could be as breathtaking as these photos. Skinny and WhoToTrus have also spent some time mocking up and building a security drone, to make sure that any station is as safe as possible. As long as their AI doesn't go rogue and try to kill any innocent station visitors, civilians should feel safe with such advanced technology watching over their every move. Our other builders have been building more assets to spice up planetary bases, like these floodlights to illuminate the wilderness around your base. With these high-powered bulbs set up, you won't miss a single enemy approaching your base, or you can set up a wild rave out in the darkness. It's all up to you! Robust has been working on designing his own naval ship. I can't wait to sail it around those vast uncharted seas. We are happy to announce that Animula has released the RoVerse Soundtrack for your enjoyment! We've been holding on to these for the past few weeks, making sure they were perfect. And now the time has come for everyone to be able to enjoy these awe-inspiring songs. And be sure to nominate him and RoVerse for the Best Original Soundtrack in this year's Bloxxy's! You can enjoy the soundtrack here: https://soundcloud.com/animula_musicdev/sets/roverse-original-soundtrack You may have been wondering what happened to the Dogfight Alpha Capital Update that we talked about a few weeks ago. I'm here to say that we have not stopped working on it, it's just taking a bit longer than we first expected to perfect everything. We don't want to release an unfinished or buggy game just to meet a deadline. To make up for this delay, we're happy to announce that we will be hosting a Dogfighting Tournament to find the best pilot and team of pilots in the galaxy! You can sign up below for either the 2v2, 4v4, 8v8 challenge, just have your Roblox usernames handy. https://docs.google.com/forms/d/17KKApFQwTK-EW0uWbNQlWvq0i7OXem1Hf4YVh4SVOn4/viewform?edit_requested=true We'll have more information about the date of the tournament soon. 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 will be the limits of the character race morphs? A1: We'll have more information about these in the coming weeks, we're still testing the best way to do this efficiently and effectively. Q2: Will you be able to travel at high speed within a system? A2: Jumping between systems is the fastest mode of travel, but limited to between jump gates in neighboring systems. But within systems, ships can travel fairly quickly if equipped with a booster system, like the fighters in the dogfight alpha. Bigger ships might be able to travel faster, but they will use a whole bunch more power, and you don't want to slow down at the other end without any power for weapons or shields. 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 fifty-sixth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! Lots of cool new stuff was worked on this week, with progress from planets, ships, an update on the ground vehicle coding, and a sneak peek at some upcoming updates to the Dogfight Alpha! Unfortunately, its also getting to that point in the year where we start to lose developers to school, but hopefully they settle into their schedules and can rejoin us soon. IdyllicDestroyer has been hard at work on planets for several months, but most of it has been behind-the-scenes coding, optimizations, and other mundane aspects, but this week he's been working on something we've had a lot of questions about. Cities! You may remember the various questions we've answered about cities and planets over quite a few different newsletters, but I think its time we condense that into the actual newsletter, along with some cool pictures. Cities have been promised since the first RoVerse Trailer, showing an interesting cityscape on a river,with ships flying around. Since then, the planets around them have changed in scale and scope, to become something even cooler than was originally imagined, and the ideas behind cities has changed as well. Initially, they were to be static structures built at a much larger scale, akin to Faction stations. This, of course, would have led to a lot of repetitive, boring city layouts. But we can do better. Our ideas for cities has evolved from plug-and-play city models, to dynamic, growing, evolving cityscapes that can grow or shrink with a Faction's success and failures. Idyllic has been at work creating the system that grows cities from a single initial founding point selected by faction or planet leadership, into a bustling metropolis. Now cities don't just grow outward ignoring everything in its way. It avoids and passes around obstacles like steep slopes or rivers, it slows down when expanding into dense forests or other biomes, and its central core grows more dense than the outer reaches. This system incorporates most of these features, and there are quite a few more features still in the works to create truly unique places for clans to call home. No longer stuck to just defending a remote outpost, clan members can take part in the defense of their own capital city, where failure means destruction. You can see here an early version of a city growing procedurally, much faster than they will in real time. When generating cities quickly the system slows down, but the cities in RoVerse will grow quite slowly, relieving much of the strain on the server. While this demo shows the placement of single block structures, the eventual goal is to support a variety of different shaped and sized structures fit to each clans architectural style, to create truly unique cities on each planet. In the case where factions wish to include lore-specific buildings or landmarks in their cities, those would be placed manually in a similar way to the foundation of the city itself, demolishing as many automated structures as it need to make space for the new structure. Landmarks like a Senate Building or Temple or Palace, whatever sort of structure fits your clans needs, we hope to be able to support! Nearly the entire building team has been temporarily retasked to work on large capital ships for the upcoming updates, so there isn't much to show from that department this week. Now for some sneak-peeks at the updates coming in the next few weeks to the Dogfight Alpha! IdyllicDestroyer has been working on coding the new HUD for fighters and capitals that KidVeggito designed, making it work to show hull health, shield strength, as well as your ship's speed. Here's a demo of a ship taking Shield Damage. Creating guis in greyscale allows us to change any colors we want at a later point, letting us make the guis reflect teamcolor, or any other color combination we want. Two new additions to our team, SmellyPencil and TheFurryFish, have been hard at work creating all the extra features we've always wanted to add to the Dogfight Alpha, including a cool new ship selection screen! I can't wait to see and share everything else they come up with, the work they've already done is astounding! Stay tuned for more updates and an official release date for the newest updates! 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 cities have meters measuring happiness and faith which could decrease or improve productivity? A1: What a fitting question for this newsletter! We are looking into ways to dynamically vary the output and expansion of cities based on real factors, not just random numbers, and happiness might be an interesting idea to look into. If your faction fails in battle, losing several systems to opponents, it would make sense that your citizens would be a bit more wary of their situation, and their productivity would reflect that. Q2: If factions can provide original theme tracks, will they be implemented? A2: We will try to support as many assets that clans wish to submit as possible, if you'd like to create a faction-controlled space background theme or battle theme, we'll try our best to make it happen. I wouldn't go spending too much money on it until you're accepted, though. Q3: Will I be able to plant, grow and sell potatoes? A3: That's a very interesting suggestion. While initially we only plan on players mining and collecting naturally generated substances, there is the possibility we could support resource farming of not just potatoes, but crystals or ores as well, somewhere down the line. Q4: Will there be naval ships for naval or sea engagements? A4: While it's not on our immediate feature list, somewhere down the line we'd like to support a wider variety of combat situations, to keep combat interesting. Battles over a planets surface would get quite interesting if water-based vehicles were involved, but we'd have to figure out how to implement them in a way that isn't immediately outclassed by flying and space vehicles. 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! Don’t worry, we don’t bite! Hello everyone! Welcome to the fifty-third issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! Another week has passed with steady progress towards our next landmark goal - updates to the Dogfight Alpha that you've all been waiting for. The features we have planned for these updates - everything from ship selection and outfitting, to gamemodes and capital ships - will require diligent effort, so we can't quite give you any dates yet, but it will be soon. Accomplished this week was the construction of our first mining vessel, near-completion of another capital ship design, continued work on the tutorial station interiors, and lots of behind-the-scenes planning and design. WhoToTrus took a break from Corporate Outpost interiors to try his hand at shipbuilding, with a little bit of inspiration artwork and only a little bit of outside input, he created the WTT - 017 Medium Mining and Transport Ship. He also got to have a little fun with the small details... On the ground vehicles side of things, JangoFettAlex has been working hard on a tank-like vehicle in a style completely different from the vehicles we've seen so far. I must say, the tracks seem to resemble a Scorpion tank from Halo, and I can't wait to see what sort of turret he has planned. Sae'Tzar has been hard at work on his next capital ship design, in a similar style to the previous model. With a variety of styles and layouts, there's a capital ship perfect for your every need! IdyllicDestroyer has continued to work on the Tutorial Station interior, jumping over to a clothing store adjacent to the armory. Before any player is ready to take on the universe, it's important that they are properly armed, and look the part! I know I'd prefer to shop for clothing by hologram, any day. You may have heard about the new prototype lighting system that devs get a chance to try out - amidst all the things Idyllic had to attend to the past week, he got a chance to try the new system out on the Station he's been working on. The results... Neither the VoxelCascade nor the Shadowmap worked well at all, with both producing absolutely ridiculous results. I guess the new Star Trek got it right - the future is bright, and full of lens flares. Quite a few developers were on vacation this week, slimming down the newsletter a bit. But don't you worry, we'll be back in the next few weeks refreshed with renewed vigor to bring you the game we've all been waiting for! 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: If an outpost gets destroyed completely by enemies of a subfaction, do they have to start from scratch, or do they get to recover their station? A1: When a subfaction leader creates a faction, and sets about constructing their first 'home' station, they purchase the Outpost Type kit they would like. From there, they supply it with mined resources, or purchase minerals from traders to construct the primary module. When a station gets completely destroyed, there will be some persistence of the resources - some will be destroyed and irrecoverable, but a portion may still be recollected by players of either the faction or an opponent. The station will be destroyed, yes, but not everything that makes up the station. Q2: Will there be an intermediate step between the largest fighters and the smallest capital ships, with different controls? A2: The largest fighters available will be quite big and slow, and possibly quite close in size, but the flight systems will be distinct. We want capital ships to perform a different role than a fighter of any size would, so the distinction is important. When we finalize the list of ships and scale requirements, we will have more information about each of the types of vehicles. Q3: Do you plan to use constraints for vehicles, like tank tracks and such? A3: While having physically-simulated tank tracks would be cool, the strain on the game servers would be enormous, even if we did get it to work with spherical gravity, and at a tiny scale. We will be demoing vehicle control systems shortly, and that'll give you a clearer picture of what vehicles will be like. 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! Don’t worry, we don’t bite!
Hello everyone! Welcome to the fifty-second issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week!
This week marks the 52nd edition of the newsletter, which makes it the 1 year anniversary of these helpful little updates - though work began on RoVerse before this date, and the newsletters didn't come out every week with a break after the Alpha Released, now is as good a time as any to review how far we've come in a year, as well as look forward to the awesome stuff we have planned for the future! This newsletter will come to you in two parts - the typical update and news portion, and a special portion full of the development team's favorite stuff from the past year. We've had another busy week full of progress on a variety of fronts, including more updates and refinements to the Capital Ship flight systems, we have some promising work on the User Interfaces, we wrapped up work on some of the outpost module types, as well as a new vehicle and the beginnings of a new ship. Let's get started! Part 1: Weekly Progress Introducing new players to such an advanced game as RoVerse will be a vital step in getting players interested, from both clan and non-clan backgrounds. We are trying to walk the line between these two groups, catering more advanced features for those members of factions who take pride in the clan world, and to get players who may not have any idea what the clan world is to dive in. The most important part of our development, then, is the design of the tutorial. Where many Roblox titles in the past have relied on dropping a player directly into the game, with a trial-by-fire tutorial, so to speak, with a game like RoVerse that won't work too well. We don't want someone with no clue what they're doing blundering into a pivotal battle, or to frustrate them into abandoning the game. So it is only fitting that we design a separate space specifically to teach players about the game mechanics, as well as the universe they will soon be entering. You may have seen some of the pictures we've posted about the work Andross has been doing on a space station interior - this station will not be a part of the 220 star systems available for faction control, where if it were, it would influence the control of star systems. Instead, it will be hosted in its own separate server, cut off from the rest of the galaxy. This will allow us to control the spawn points of new players, placing them safely away from the action until they get the hang of things. This week, we have spent quite a bit of time refining the layout of the tutorial - what features to demonstrate, like character creation and customization, tools and equipment, and ship purchasing, as well as working on the design of the level. Along with the technical aspects, this 'front door' of RoVerse needs to also be really cool to attract players to the game, and get them immersed in their own story. IdyllicDestroyer and Vedrakkerous have poured their hearts into new portions of the tutorial level, including an area that introduces clans and factions to the player, and an area for the customization of clothing and weapons.
In the coming weeks, we will be discussing more details on the tutorial, and hopefully showing off more completed building work.
VitreusAeulous has been working on a few more helmets for players to customize their character, each with their own style and effects. We wouldn't want the entire galaxy to be filled with yellow-headed lego people, now would we?
SirJesuKristi/Drahsid5 has been working on ground vehicle mechanics, and nearly has a tank-track system working, except for when it encounters slopes... So look for more on that in the coming weeks, once we work most of the bugs out of it.
JangoFettAlex has completed another ground vehicle, in a completely different style than the 3 previous.
This vehicle looks like it sacrificed some armor plating for a bit more maneuverability than the 6-wheel vehicles we've seen so far.
IdyllicDestroyer also worked on wrapping up the final details of 4/5 outpost variants, completing corner and vertical modules for the military and corporate versions. With these final modules completed, he was able to add them to a rudimentary Outpost generator, that places modules randomly connected to each other, that shows us how a completely inefficient and randomly designed station would look. Military -
Pirate -
This system is extremely rudimentary, ignoring collisions and overlap, but it gives us a very good visualization of what an average station of that type would look like, allowing us to make tweaks to the exteriors, and influence the designs of the interiors.
Of course, being Idyllic, he took the system and cranked it up to 100, generating outposts with hundreds of modules each that no faction would ever be able to create, just to see what would happen. The results are below.
As you can see, the Military Outpost, even in its most random configuration, retains a bit of order, remaining flat and linear. On the other hand, the Pirate Outpost becomes a complex web of rocks and struts, but looks as impenetrable as any fortress could be.
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: Are we allowed to keep our faction lore a secret in order to use it for ingame reasons? A1: For your faction application, you will have to describe the official lore of your faction, but if you were interested in spreading false lore throughout the game, we could probably accommodate you. A mysterious faction that no one knows about, with members of opposing factions slowly finding the truth, would be interesting, as long as every faction doesn't try to do that. Q2: Will ores mined have variations on purity, effecting their resale value? A2: This is an interesting idea. For crafting purposes, we will probably keep the use of resources simple and straightforward, just so players don't get frustrated by going to build a ship and having the wrong purity of iron. For resources that are purely for sale and resale, this could be an interesting idea we could look into implementing. Q3: Will there be a possibility for pets or ride-able animals? A3: While we are still working on confirming whether we will be able to add AI animals or enemies, pets or ride-able animals would be cool, but probably something added to an expansion at a later point. Q4: Will there be space kittens? A4: The galaxy is a very big place, full of planets and stars untouched by the hand of man, nor seen by his gaze. There are untold wonders and terrors out there, you'll just have to get out there and explore! Q5: Will mechs and walkers be a thing? A5: Word has just come in from HQ saying affirmative. We're looking at adding a variety of vehicles for ground combat, just to keep it interesting. No more battles between 20 copies of the same tank and jeep, though that might still happen. Q6: Will we be able to add cybernetic replacements to our characters? A6: Character creation will be uniquely involved, with plenty of selections for your player effecting only aesthetics so as not to give one species or faction an advantage over another faction, but there is the possibility for purchasable enhancements to give you a slight edge in battle or in certain environments.
Part 2: Year in Review There has been a lot of cool things we've accomplished in the past year, and it was hard to pick a favorite. We've pushed the limits of the engine, recruited the best and most creative builders in the clan community, and tested our coder's talents making a never-before-seen game that everyone who hears about it gets excited about. So without further ado, here's a selection of our favorite images, videos, and tweets we've released to the public over the past year. Planets:
From a colorful roundish blog of parts, to a smooth terrain sphere replete with mountains, continents, and weather systems, the strides made bringing realistic planets to Roblox have been quite astounding, and have been both a pleasure to watch and work on. And who could forget the great times we had searching for Frank the space turkey as a community?
Initial Dogfight Demo:
This video really caught the public's attention - up to this point, the game was only an idea, and like so many ideas that have gone through the forums before, could disappear in an instant. But when this video appeared, showing off an initial version of ship flight systems unlike anything done before, RoVerse became more than just a crazy idea scribbled in a notebook, it became a real possibility.
RoVerse Cinematic Trailer:
Such an important step in the realization of RoVerse. While not exactly an accurate representation of the final product, the initial trailer set the standard for everything that was to come after it. It laid the groundwork for planets and ships and stations, and it also threw in a bit of background lore and an interesting story to go along with it. It showed us just how far we could go with the Roblox engine, as long as we dedicated ourselves to overcoming any obstacles.
Capital Ship Combat Demo:
For months, we'd been making promises about all the features that RoVerse would have, and one of the biggest was the mixed combat that we always planned, with giant capital ships facing off, with squadrons of fighters flying about lighting up the darkness of space. Getting Capital ships off the ground brings us one step closer to our final vision.
Everything else:
It's been an exciting year for both us, and the members of the RoVerse Community. We wouldn't be doing this if it wasn't for your constant support and inspiration. As long as there are players who want to play a game like this, we will keep working to bring about this awesome game. I can't wait to see where the next year takes us!
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! Don’t worry, we don’t bite! |
Archives
January 2023
Categories
All
AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |