Hello everyone! Welcome to the 140th 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 more ship meshing by Skinny, as well as pictures of the ships from last week. Lordrex has completed the addition of the fourth Capital Update map, as built by Juszl, and Idyllic has continued ironing out the last few bugs standing in the way of the update's release. This week Skinny was back on the grind, managing to mesh 5 more default ships this week, bringing the total to 13 ships meshed, with 9 remaining. This week, The Procyon was reduced from 28 parts to 6, the Red Wolf was reduced from 33 to 4, the Anubis was reduced from 41 to 6, the Comet was reduced from 39 to 8, and the Blue Komodo was reduced from 38 parts, down to just 5 meshparts. The meshing process will pay significant dividends in the long run, as ships that were way too complex to let fly are reduced into few enough pieces that they fly through the stars without stuttering, as complex ships before meshparts and CSG were wont to do. Lordrex has completed the addition of Juszl's map that we've been showing off the past few weeks. The map is included in the random gamemode sort and a distribution of spawn points, but it doesn't yet have capture points for king of the hill and other similar gamemodes. Looking fantastic and ready for some epic space battles. Idyllic has been hard at work ironing out bugs, including the turret gimbal code and some minor menu touch ups. On the gimbal front, the solution yet eludes him, though progress has been made. The turrets still have the problem of facing the incorrect direction, usually to the ships right. A possible solution involved just rotating that cframe 90°, which appeared to work for one weapon type, but did not work at all for the other weapon types. Idyllic is now delving into the format and layout of the individual turrets, making sure they are welded and set up properly, as that seems to be the most likely cause of this substantial problem. 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 there be any casual instances of RoVerse locations where players can more easily interact with each other? A1: Only the hubs and spawn areas will be combat-free zones, anywhere on your planets and in your systems will be live-fire all the time. If you're looking to hang out in a tavern, you could tie a personal place into the landmark system and have players teleport there, but there will be minimal areas where rp could reasonably take place out in the wilds. Perhaps you could secure a planet or system with security to deal with any trouble, for a time. Q2: How fast is warp in units of c? A2: You know how good our math was on ship scaling and planet dimensions, now you want us to calculate based on speed of light? Speed of light doesn't make all that much sense in a video game, nothing can go nearly that fast, and that's probably a good thing. I can think of two max speeds that are more important - and warp is under both of them in RoVerse's case - speed of collision detection, or how fast a part can be moving and still be detected by the physics engine as having collided with a part, and speed of render, how fast a part can be moving and still be rendered in a single frame. I expect with some scientific methods and some math of your own, you could figure out some values. Q3: Will there be any expansions post-release? A3: Definitely! Our website's roadmap provides a handy guide for the process of the development of the game, and includes an area for features added post-release, like the Planetary Expansion. Not all the content we want to add is necessary for the game to be released to the public - stuff like ship skins and effects can be added later. Planets got bumped to post- because of the ambitious nature of their development, and the amount of time required to develop those features. Q4: Will you be able to build custom buildings, or will they come pre-made? A4: There won't be any building in-game like minecraft, and factions will need to pre-build all the necessary structures for both space and ground combat. The only custom-assembled structures will be outposts, where different small modules can be assembled into sprawling complexes, given enough time and resources. Q5: How will landing gear work? A5: Worst-case scenario, landing gear on ships just appears and disappears whenever toggled, though this could cause flinging problems if not done correctly. Best-case scenario is multi-jointed unfurling of gear from stowage, but that requires significantly more effort. Expect somewhere in the middle, either a sliding animation or a single rotation joint. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |