Hello everyone! Welcome to the fifty-eighth 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 cool new information about planets and cities from Idyllic, a new ship by RexPatriot, and some information about how RoVerse will be moving forward in the coming months. This time last week, we told you all about how Idyllic planned to optimized planet generation. Good news is, the little bits of code he's written have been able to successfully export a planet, starting from the smaller, 2 step subdivision ones, all the way up to the 5 step subdivision stage. Since they have proven effective at these smaller levels, he's optimistic about setting it up to run at full-resolution. This optimization, of course, only affects the repeated generation of planets, so it will still take several days to generate, but once it has completed once, there will be no need to generate it again. Until Roblox supports the creation of text files as an output from studio, we've been forced to find a more creative solution to exporting the lists of points and values from the generator. Using a handy HTTPPost function, we've been sending the data out to an external server, one snippet of 500,000 characters at a time. Then, the files are reassembled in order, to create a single text file containing all the information needed to recreate the planet! I must say, it is very humbling to hold something so big and beautiful, in such a small, easily handled format. Idyllic has also been hard at work experimenting with city generation more. While he hasn't quite got road network generation figured out, he does have a new demonstration to show. Here we see a city generated fairly randomly on an island location, but this time, Idyllic's added a variety of building structures, to better simulate what a faction city would look like. This city was generated using only 5 different structures, and still looks pretty respectable. So when they are officially released, and factions choose to use their own models and styles for structures, even with just a few different buildings, cities can definitely look unique, and better fit their owning faction. RexPatriot has been working on some new fighter 'Interceptor' models and a capital ship, of which we have a few pictures to show off. A swift light fighter. And a small frigate to explore the stars. No sneak previews of Animula's work this week, we want to keep his beautiful work special, but I've sampled a few tracks, and I must say, they are quite impressive. Not many games go through the effort of implementing their own custom soundtrack, and if they do it's usually just a mishmash of popular songs cut down to 30 seconds. The soundscape in-game is a very easy aspect of a game to forget to include, but it ends up making quite a bit of difference. It takes a giant empty box, and turns it into a mysterious and endless void where you don't know what wonders or horrors await around the next asteroid or after the next lightspeed jump. As many of you may know, the ideas behind RoVerse are extremely complex. This isn't a simple tycoon game that can be put together in an afternoon, nor is there any room for failure on initial release. To get this game off the ground will require a dedicated application of talent that I don't think Roblox has ever seen before. I'm not saying it's impossible, actually, I'm saying the exact opposite. I signed on to this project a year ago not only because of how high it's developers set their goals, but because I saw in this project something entirely possible. I've seen numerous projects come and go, foiled by their ambitions, their lack of motivation, and their poor teamwork. But I saw in this game a group of developers, as well as a community, dedicated to creating one of the coolest projects Roblox has ever seen. So to those who doubted we'd still be around a year later, I say look how far we've come. From a simple spaceship shooting simulator not much more than a 3D version of Galaga, to an enormous galaxy full of stars and asteroids and planets, all within our grasp. I say thank you to those devoted fans that have followed us from day one, and thanks to those new members who may have just found us. Without the support of our community, this project would not be where it is today, and I look forward to what the coming weeks and months will become. For those new members, who want to catch up on our progress without having to read through all our newsletters, and for those old fans that haven't looked through the archives recently, we have a new page here on our website. It contains every image and gif that we've shown in our newsletters, in chronological order, so you can look through them and see just how far we've progressed. 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: How will ground and space locations for bases be handled, and how will they be loaded and destroyed? A1: We want the game to be as realistic as we can possibly make it, so stations popping in and out of existence would really break that immersion. The plan for outposts and bases is that they become permanent elements of that location, in the same way cities are, and are loaded in every time a server starts. The destruction of bases and outposts will be the more complicated part, as we want to balance things out with offline-raiding, since we know not everyone can be on 24-7, and in every server. We'll have more information closer to release. Q2: Will you be able to make custom skins and emblems? A2: As soon as we have the proof-of-concept down for the character models we're looking for, we'll have more information about character customization, but you should be able to look forward to advanced ship customization, from coloring to emblems, and possibly even skin textures. Q3: Will electric/tesla weapons be included? A3: Now that's a cool category of weapon that we haven't mentioned before. As long as it can be coded efficiently enough to not effect performance significantly, I don't see why it couldn't eventually be included as a weapon type. 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! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |