Hello everyone! Welcome to the 110th 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 quashed some bugs, Stratiz has quashed some bugs, lordrex has quashed some bugs, and sae'tzar quashed a spider. We've also added a new scripter to the team, who worked this week on faction flexible rank systems, that he might get a demo of done in time for this week's newsletter. Let's get started! This week, Idyllics primary task was to transfer weapons control from the loadout screen, to the player when they deploy. Last week, we got to see ships leaving dock with inactive weapons, but transferring data tables to the script that handles ship movement took a bit more time and was a bit more challenging than expected. Version one, early this week saw a few moving turrets, but any duplicate types glitched out. After sorting out the linked tables problem that led to turrets referencing the same model, things went much smoother. Now our demo can switch ships, edit loadouts, change skins, compare all your options, deploy, and give you full weapons control when you deploy. Now isn't that exciting? After finishing this portion of the project, Idyllic released it for testing among our devs, and Skinny went and found several other bugs that need to be fixed in the short-term, so Idyllic should be busy until next week. Stratiz has continued working on NPC's, with new code affecting character walking goals and verifying if they've reached their target or not. Hopefully this keeps them off the walls, and on target. Lordrex has continued work on the asset loading system, but this week we actually have a demo to share with you! We set the replication to replicate to every system for a test, where we went from one outpost module in the system, to two, then three, then four, then five... Two players, each in a different server can create an outpost module that nearly immediately appears in parallel servers. While 'helping' lordrex test the replication system, Idyllic got a chance to continue on his great journey across every system in the galaxy, easily doubling the number of systems visited. Abandoning the western edge, he traveled along the inside of the edge of the galaxy to Sector 02 and the Ether, where figured out why the travelling salesman problem is so complicated. if anyone can solve the shortest path through all system once, in a short period of time, DM Idyllic your solution, he'll take care of you. In his further adventures, Idyllic decided navigation was a bit complicated without being able to see system names for jumpgates at a distance, so he added a better nametag to gates. This probably won't be visible all the time in the final game, possibly with an enhanced HUD mode. Now there are no barriers stopping him from completing his adventure, besides a rogue space turkey or black hole, which you always have to watch out for. As was requested in the community this week, and quite a while ago as a feature for fighters... We have a toggleable headlight system! No more will you be flying through a debris field in the dark depths of space, and crash your billion dollar ship into a rogue hunk of rock. Fly with confidence that any obstacle will be lit up in front of you, with barely any time to turn out of the way! 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 sort of electronic warfare? A1: This's come up a few times, and though we're not nearly to the point of coding that sort of weapon yet, it's definitely on the list of wanted features. We'll release more details following the Capital Update's release. Q2: Can I make my own class of ship? A2: Ship classes that we've talked about are exclusively ship size classes, not function. Classes like carrier or battleship are all up to you, we're just sorting them by volume. If you want to design a ship special for one very particular situation, you are free to do so. Q3: How will fighter v capital battles be? A3: It's really a question of scale. A squad of fighters will have enough firepower to be a problem to most large ships, but not enough that Capital ships become big targets and not much else. Q4: Can we disable some of our weapons like flak, to concentrate big guns on capitals? A4: We'll be working on firing schemes as we continue to work on the project, with the goal being multi-crew to help spread the load on captains, and a bit of automation for weapons like flak turrets. If you're sniping at a capital ship with a railgun, it wouldn't make much sense firing every weapon you have at them, so selectively disabling weapons when unnecessary will be possible. Q5: Are planet climates generated based on distance from star, or randomly? A5: Right now they're in their early stages so the data is fairly random, but when we get to the point of generating system surfaces, distance from its star will definitely be a factor. 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 109th 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 continued working on Capital ship systems and menus, with work this week in selecting ship skins, support for faction turret models, and an addition of turret identification while selecting different ships. Lordrex has continued work on asset loading systems, and hopes to have a working demonstration soon. Stratiz had surgery then broke his nose while doped up, so he's been otherwise occupied recently. Up first is Idyllic's progress in the world of Capital ship loadouts. Over the past few weeks, it became apparent when putting the default turret models on the wide variety of default ships, that one-design-fits-all isn't true. So we'll be developing lines of weapons for each line of default ships as we move forward, with the added bonus that the code will work for faction-created ships as well. Seen here with the faction-built blank slot models, instead of the default blanks shown last week. And this doesn't just include unmounted turret locations, but different turret types too. Here we have a rough prototype model for a Ninazu beam turret. So if you're in the middle of building faction ships, keep in mind you'll need to build the weapons that go along with it. And be creative! A few Ninazu turrets are spheres that discharge energy, not your usual transit turret type by a long shot. Next on the list was a minor tweak to ship selections, adding a way for players to easily identify all the turret locations on a ship at a glance. Eventually it will feature different icons for Light, Medium, and Heavy Turret Mount locations, for now it gives a nice overview from the static positioning of the camera while selecting a ship. A nice little quality-of-life feature. Continuing on, Idyllic took on the task of adding a way to interchange ship skins in the editor. While not a top-of-the-list feature by a longshot, he had a busy week and needed something flashy for this week's newsletter, and it was a logical extension from the rather mundane task he actually had to do. Before now, all the pictures and gifs of the Avenger have been of a brick-modeled ship, made of about 400 bricks of various colors and shapes. This was the model that was rigged up, and the model that every other feature has been tested with. But now, the body kit of the ship has been perfectly replaced with its meshed duplicate, that we demoed ages ago, but just haven't got around to replacing it with. And since Idyllic was already working with meshes and textures, creating a few new ones to spice things up wasn't all that much more work. We had a question this week about recoloring ships, and to answer that question directly, it won't be the same process you're used to in most other Roblox games. Since the ships are meshed for performance reasons, it's really only one part with a texture applied in a variety of colors. If factions want to recolor their designs, they can edit them via texturing, but you won't be able to pick different colors in-game. We'll put out a demo on Blender stencils in the future, for those aspiring fans that want to design their own skins for their own ships, or other player's ship designs. And yes, it does function with the turret loadout system... ...and the deployment system. We also recommend marking turret locations in your ship exports, as Idyllic learned the hard way, it's very easy to cover your designs with turret mounts. We'd like to note that these designs were quick 5-minute painting sessions, we're sure there'll be much more detailed and interesting designs in the future. And who knows, the people who play the Capital Update might get access to an exclusive skin come full release... One last change made to Capitals these past few weeks, and still an in-progress job, is the transition from planar capital ship combat, to true 3D combat. While the star systems may be of a more horizontal nature, it wouldn't be fair to restrict you to a perfectly flat playing field without good reason. And we haven't got a good reason, so unlimited rolls and turns and twists, for all your battle-strategy needs. A few bugs yet to work out, and the matter of a good following camera, but nothing insurmountable. Lordrex has had a very productive week on loading and saving, with basic functionality coded at this point on the server end, with some supporting code on the game side. We can't wait to see a station loaded into two parallel servers at the same time! The rest of our devs have been quite busy this week, from military service, to employment, to having dental surgery then smashing their face into the ground doing a backflip, and as we get back into the school year for some of us, it is important to know what to put first. But we can't wait to see what they come up with in their free time. 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: As a feature of the city population system, could we transfer in more people to boost production for a short period of time? A1: An excellent expansion of the population system, I think. Rewarding those with transport ships for shuttling people to different colonies, and rewarding the factions that don't shoot down transport ships with increased production and expansion. If you play your cards right, you could land a bunch of people at once for an even bigger boost right when you need it. Q2: How will missiles work? Limited range based on fuel? Hit other missiles? Hit objects on the way to their intended target? Will guided missiles follow the direct path to the target? A2: There will be a variety of missile types, each with slightly different functionality and purpose - homing missiles that track down a selected target, as seen in the newsletters prior; guided ones that go towards a designated position; tracking missiles that follow the aiming reticle; and a scattershot variety. They will most likely have a timed lifespan, which should be fairly substantial due to how big space is and how far targets could be. Our demos showed a few missiles colliding after the arming distance and exploding, and I don't see why they wouldn't. Yes, they'll explode if they hit anything in their way, so aim carefully. And the path they take is arc-based, not a straight line - unless you're pointing the turret right at the target. Q3: Scrap ships to recover value? A3: While I wouldn't expect you to get 100% of the materials back, you should get a percentage, and a better percentage than you would by scavenging a wreck. Credits spent to get the ship up and running, unfortunately, won't be refunded. Q4: What's the status on imprisoning people on stations? A4: An early idea was mentioned concerning player interactions on stations, and arresting people who break the law. Unfortunately, to make this happen, we'd either need universal laws about what was legal or not, or let factions establish arbitrary rules. Neither option is all that appealing, and would result in the general public avoiding stations at all costs, rather than be imprisoned for an arbitrary amount of time. On the bright side, though, it might be possible to capture people with a bounty on their head, and taken back to wherever the bounty is from, which would be a limited duration imprisonment. 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 108th 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 continued working on Ship Customization, adding that category to the 'in-progress' on the Roadmap, and making quite a bit of progress on it too. We've got an update on station NPCs and their actions from Stratiz, and Lordrex has continued work on asset saving and replication. Last week we showed you the in-progress version of Idyllic's stat comparison chart for different turret mounts. Early this week, he had completed the math behind dividing the percentage of maximum value, into 5 chunks, and after quashing a few bugs related to underflowing and overflowing the chart, as well as some aesthetic changes to make the stats more visible against the blackness of space, he had a working version! In the demo below, the stats are all randomized for testing purposes, so don't write them down; also, the Blank turret variety has been set to 50% max, to demonstrate both Bonus and Penalty for turret selections. Here we have a working version, where the stats of each turret are a Bonus to the 0 stats of a blank turret location, without any overflow, as well as the system working on a different ship. Quite the achievement. Unfortunately it also brought up a bug in how previous turrets on display were removed, but that was an easy fix. Moving on from the stats, it was time to work on the interaction between players, and which mount they have selected. Previously, that involved clicking the arrows to the right and left of the selection, but clicking on buttons isn't always the most efficient way to quickly find the turret you want to change out. So on a suggestion from lordrex, Idyllic added scroll-wheel functionality, with the ability to add controller support in the future, making switching between turrets a breeze. The first iteration of camera movement that avoided clipping into the ship when a turret on the far side was selected, looked a little like the zoom was spazzing out, and wasn't nearly as fluid as we wanted. So Idyllic did a bit more research, added some more code, and added tweening. Now the camera smoothly transitions from point to point, and the user can tell just where the turret they have selected is at, with the added bonus that their camera isn't jumping all over the place making them dizzy. Continuing on his excellent work streak, Idyllic added Ship selection menus, that let you scroll through the ships that are available for purchase or unlock, also with scroll-wheel functionality. For now we only have a few rigged up, we'll be adding some more in the coming weeks. The demo layout we showed a few weeks ago featured a turret location graph, but unfortunately it would be too complicated to code, and would require renders of every ship added to the game from several angles, which could easily grow into thousands of renders, so we had to drop that feature. We figure the tweened camera movements between turret slots to be a fair replacement, as well as the ability to orbit your ship while in dock was much more functional for locating where you're putting your turrets than a graph. In place of the graph menu, we're placing a selection description for both ship selections and turret selections. In 300 characters, we provide a description of the weapon you have selected to mount to that location. Information, like their most useful scenario, to charge sequences or bullet velocity, that aren't covered in the stat comparisons fall within this paragraph, as well as the cost and confirmation of purchase. The descriptive menu is identical when it comes to descriptions of the different Capital ship options you have available, with descriptions of the ship's turret layout, the ship's expected handling and speed, and armor capacity. Factions submitting ships to be added to the Capital Update are encouraged to write their own descriptions of their ships, with useful info like mount layouts, illustrative depictions of the ships handling and armor, or it's designed use in conflicts. Just keep it around 300 characters long, so it fits in the box. Next on the list, ship stat comparisons. Please note that again, these data values are for testing purposes and aren't official stats for the shown ships. A simple matter of setting up the stat tables, and changing the pointers to the capital stats, and the math and case logic from the turret stats converts right over to ship comparisons. After fixing a few bugs regarding overflow and underflow, the stat comparison feature works like a charm. Now it's easy to tell exactly what effect changing ships or turrets is going to have on your combat-readiness, though you'll have to figure out for yourselves the right balance between speed, firepower and defenses. With as many features as Idyllic has added in the past week, it is important to test as many variables and situations as possible. With that in mind, Idyllic took to rigging and importing a few new ships to add to the lineup, including this Capital from the Cyber Sovereignty... ... which tested a new percentage of stats, as well as the system's handling of XL classed ships, the Distronian Renegade... ... which tested updates to a ship's physical model after the first rigging process, as well as revealed a bug in the stat code when a value was exactly 1/5 max power, that was quickly fixed, and the Ninazu FrigateB... ... which looked too cool to not rig up. He also rigged up another ship from the default line, one of Diesoft's ships, the Ironclad. At the beginning of this week, the extent of ship loading was a pseudo-random loadout of turrets occurring with the click of one button - very useful for deploying immediately to test capital movement and firing mechanics for the new weapon types. Idyllic's goal this week was to add as many of the ship customization features as possible, as well as getting back to the state that you could deploy the ship and fly off into the stars. With a goal in mind, he pushed through quite a bit of code and design and rigging work to make that happen, and I'm proud to say that he accomplished his goal. We are to the point where you can enter ship customization and selection, edit your loadout of turrets, or choose a different capital ship entirely, confirm your selections through the 'SELECT SHIP' and 'MOUNT TURRETS' button, and fly out of the hangar. While we're still working on transferring turret control between the two scripts, it should be an easy addition to make in time for next week. This significant step forward means that actual combat between customized ships isn't all that far off, though there are a few things that need completion first, like replication, now that experimental mode is permanently enabled. (see floating characters falling through the void instead of being invisible) And as with any good slate of testing, we didn't just launch the Avenger from the shipyard and call it good... Though in the future, deployment of Capitals will take place from the gamemode menu, not directly from the edit menu. On that front, this week, Lordrex has created a list of gamemodes that we'd like to add to the game to keep things fresh and exciting over time, as well as test out future features of the Factions Beta and Full Release stages, and we'd like you to help us out. In our community discord, we will be creating a new voting post with a list of gamemodes, we'd like you to vote for the ones that sound like the most fun, and we'll focus development on those first. Now the usual gamemodes like TDM or FFA won't be included in the list, since those are straightforward and will definitely be added, but let us know what other variants pique your interest. Through the testing process involved with launching a variety of ships with a variety of loadouts, we realized that we had the opportunity to give a graphic reason for meshing each faction ship, even though it was more work, and the efficiency of meshParts is questionable at times - our ships move through space using the SetPrimaryPartCFrame function, which, though useful, has a problem with rounding. Accuracy errors build up over time, slowly tearing the models it is used on apart, like below. On the other hand, if a ship is made out of two or 3 parts, we can fix these errors periodically by saving relative locations, and resetting the parts. With a large number of individual parts, such a process would be either nearly instant but slow you down significantly, or an extensive and ugly process at a slow rate. With 2-10 meshParts, resetting offsets live won't be a problem at all. Another benefit of meshing ships in blender, is a much more accurate volume calculation for class assignment. Below we have the Protector L Capital. Using the bounding approximation, it's volume was about 30,300 cubic studs, putting it in the L class. By meshing it, and using an inbuilt 3D printing volume calculation plugin, we can get a much more accurate calculation for weirdly shaped ships like the Protector. Using this method, the volume is calculated at 31,525 - still an L class ship, but slightly larger, resulting in higher calculations that could lead to lower speed, but higher armor. It's also a much fairer system, that doesn't rely on the rigger's best judgement. A rather simple task, one would think. Until there isn't enough seating for everyone and a fight breaks out. And easier for some to manage than others... No longer just wandering dancing and waving robots, these station NPC's have their first activity to participate in that is tied to a specific location. Exciting work. Lordrex has continued his work on asset saving and replication, running a successful test today of certain mechanics, and he may draw up a diagram when his work is completed, but for now all we get is a status update - things are in-progress, and working just fine. 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 you be able to see neighbor factions when choosing a home planet, so you don't end up next to the xenophobes? A1: There's a careful balance that must be struck between fog of war covering a map, and blinding players to everything not currently on their screen. A map of faction control and home planets should be readily available, and might even be live-updated on our website, but you won't be able to see installations or defenses in systems or on planets from a distance. Q2: Will factions be able to blacklist who can or cannot buy their ships? A2: Definitely. If just anyone could buy your ship designs, we'd have a huge problem on our hands. Pirates flying flagships, recruits in enemy fighters - truly a mess. Q3: Will there be such things as magic attacks? A3: They aren't currently on our list of planned features, but as a compromise, you could have lore and designs for weapons that involve mystical power sources or effects. A plasma cannon is basically a magic missile launcher, all things considered. Q4: Will crashing into things be a valid attack strategy? A4: Even if you have a cheap ship or lots of money, shooting something will always be a more effective attack than crashing your ship into an opponent's. We'll allow a little damage, but we don't want to encourage running over fighters with capital ships as the best strategy. Q5: Can multiple factions use the same ship design? A5: An interesting concept. I suppose there could be lore behind two factions having the same design, and while I'd prefer they have slight differences to distinguish them, it could work. Of course, you could always sell your ships to another faction. Q6: Will there be a limit to the number of factions based on the number of available colors for the map? A6: Not that I can foresee. Since it's likely that two or more factions might pick similar colors for their primary faction color, we'll probably have a way to draw edges of factions that doesn't involve just color differences. And you can always click on a system on the map to see who controls it currently. Q7: Will ships be able to cut other ships with wing blades? A7: An interesting concept to be sure, but not one the game engine could support right now. Basically due to limitations on the server end, we can only do a shell of a ship that you can shoot at and trigger damage, and with replication being inconsistent, flying close and cutting another ship with a wing blade isn't exactly possible. Cool idea though, maybe in the future. 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 107th 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 continued on a variety of fronts on the Capital Update, from menu coding to ship spawning. Lordrex has continued work on the asset loading system, with good progress on that front. Skinny has continued with meshing the line of ships for the Update, with some interesting one's at the end of his list. Up first is the menu interaction Idyllic's been working on. A few weeks ago we showed you the menu mockup for editing capital ship loadouts, and since then we've been finishing up the turret varieties. With the 8 turret varieties all wrapped up for now, we could move forward with the coding for the menus. Here we have each of the varieties of turret being interchanged on a Capital ship while in dock. The first piece of the puzzle this week was getting Capital ships to spawn at a specific location. Before now, in the demo videos, Capital ships have been spawning wherever they were placed into the game - if we want to make it a working game, being able to place spawning players wherever we wish is an important bit of code that just hasn't been at the top of our list yet. Now, we can spawn a husk ship in a dock to allow players to edit it, then a full ship can be deployed as they enter the game, with all the proper data being set to allow for the proper position, as well as turning and pitch angles. At this stage, we've updated the code to set the ship name in the player's menu, with the corporation being pulled from a database - loading its stats will be the next bit to be added on that front. Here we can also see the beginnings of the turret stat comparison guis, which has been some complicated math for Idyllic, but it's beginning to show promising results. One of the less obvious additions this week was the addition of a 9th 'turret' type, the blank. Blank turrets are placeholder turrets for when you don't really have the power to weaponize every spot on your newly purchased capital ship, or when you just don't want to. It also solves a problem that was brought up in our community in the past few weeks about the number of turrets to place on ships. With a wide variety of ship designs, and the possibility of points being assigned to a ships power systems allowing more or more powerful weapons, there has to be a way to support different numbers of turrets. That's where the blank turret comes in. Faction designers can put as many turret mounts (within reason) on their ship, with only limited numbers of turrets being mounted at one time. Any turrets beyond the mountable number, or those that you just don't have the money to purchase yet, will show as a mount, but not have an active weapon. Beyond the visuals, Idyllic has continued work on bridging the gap between the dogfight and capitals, working towards the next major milestone of flying a fighter at and around a capital ship, possibly with some combat involved. We can't wait to see his continued progress. Lordrex has been working for several weeks ensuring that the asset loading and replication systems are as efficient and robust as we will need, knowing that RoVerse will probably put a serious load on any systems we put in place. You let a faction build a station, they'll try and build 100, so to speak. He is currently working on two divergent models with differences in http request lengths, and time will tell which one is more useful for our purposes. Skinny has meshed most of the line of ships we intend to add to the Alpha, and even though he got quite busy in real life, he had some time to work on the last, and most complicated, models on that list. The designer of these ships was going for a uniquely alien and foreign set of designs when he created these ships, and using his patented method of union duplication and offset, created some truly unique designs. These ships, intended for any sort of player-vs-entity gamemodes we might make, don't follow the same standards as the rest of the ships. The most obvious trait is the weird angles, that make meshing complicated - though not impossible - and are drastically different from the flat and angular designs pretty much every faction has created so far. There's also the matter of their reflectivity, which when in the night sky, makes them hard to see. This detail won't be allowed for faction assets, but could bring some interesting situations to Capital Update battles. 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 events outside of RoVerse have an in-game effect (clan wars)? A1: While the concept is interesting, at this point it is hard to say what in-game effects a war taking place in individual bases could have on the game at large. The easiest effects to add would be changes in group diplomacy, and factions could certainly pay out resources as a result of that loss, but RoVerse will play no part in enforcing any agreements like that. If anyone has any specific cases after release, the admins will surely see what they can do about it, though. Perhaps the landmark for that base could change colors for a week? We'll see. Q2: Are animated mech going to be added? A2: Mechs have been on our wish list from the first time planets were announced. Being able to support a scifi staple vehicle would be a cool feature, and we'll continue trying to add such features. I don't see any reason yet why mechs couldn't be added, seeing as Vortex Security managed them years ago. Q3: Will jetpacks be available? A3: Planets should have a variety of options for on-foot travel across the surface, from hoverbikes to jump assist, to expand the exploration aspects of the game. There's nothing more satisfying than stumbling upon a bit of hidden treasure in a hard-to-reach place. Q4: Is there anything requiring that our faction species must be humanoid-sized? A4: While the character that you operate in-game must be approximately the size of a default humanoid, there's actually no limit on the size of your species in lore - you could be a race of giants, operating humanoid forms remotely, or a regular sized bird, piloting a bird-shaped robotic suit. Be creative! Q5: Will there be bounty boards on planets? A5: While we don't have immediate plans for any NPC structures on planet surfaces yet, there should be a way to construct a bounty interaction board on the surface to find nearby players to hunt down for the reward. Who knows, you might stumble upon a strange wanderer in the wilderness, who needs some resources in exchange for a reward. Q6: Will faction builders be able to fix bugs they find in ships after submission? How about make visual updates over time? A6: While we'd prefer the ships be perfect the first time around, we can't expect that from everyone, so there should be a way to make minor adjustments after launch, as long as it doesn't mess with database data, like changing the number of turrets, or cost of production. As for updates over time, we should be able to support changes like that at some point, but hopefully that won't happen for a while. And unlike galaxy, significant changes in design will require a new ship, not replace an old design. 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 |