Hello everyone! Welcome to the 176th 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 a new DaftCube's Dividends (available here) documenting his work on economy and backend systems, and four more faction ships rigged by Idyllic. Let's go! First up, brand new ships hot off the assembly line: The HX-3 Rapier HX-7 Hunter HX-8 Predator HX-11 Ravager This week there were 549 kills, 276 with autos, 108 with beam, 78 with laser, 62 with plasma, 18 with railguns, and 7 with torpedoes. This is also the first week that the order of the weapons reported in the spreadsheet matches how many kills were made with each weapon type. The top ship with the Excalibur, with 302 kills, followed by the Cardinal with 97. The leaderboard-topper this week is TheCandyVanMan with 107 kills, since awesome farmed for their first ship and is DQ'd. Very nice work, pilots! This coming week is the last of the third cycle - top the leaderboard and earn an exclusive prize! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 21) 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 station movement work? A1: Stations will not move. Q2: What modules can a station have? A2: Stations do not have modules, you're thinking of outposts. Stations come in 5 types as described in the introduction video. Q3: Do outposts take damage by module or overall? A3: We had a little discussion about this and we'd love to do damage individually by module to make target selection a valid skill to master, but worst case scenario when it comes to replicating health stats, we might be stuck doing overall health. We'll try our best. 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! I know it’s been a while since the last issue of Daftcube’s Dividends. This is because a lot of stuff I have been working on could simply not be talked about due to their in-development status. That changes TODAY, as I’m excited to announce the project I’ve been working on for a little under a month now. Over the course of our slow march towards the Freeroam module, it has become apparent that many different parts of the game have different development timelines. For example, while integrating the existing gameplay into the Freeroam module is a lengthy and monumental task, other parts of gameplay like the Market and Industrial mechanics can be finished in a much shorter time. To allow us to conduct mass-tests of these gameplay systems, (and, more importantly, allow you to play with it and give us feedback), I’d like to introduce the RoVerse Cloud Technology Testbench! WHAT CAN I DO IN THE CLOUD TECHNOLOGY TESTBENCH? The RoVerse Cloud Technology Testbench is a game where you will be able to interact and test the cloud infrastructure in a GUI adventure game setting reminiscent of Zork and early multiplayer online dungeons. Let’s give a rundown on what you could expect from the RoVerse Testbench. Explore the RoVerse Galaxy! The starmap that exists in the Cloud Technology Testbench is the actual galactic map in use with the greater Freeroam module. While this is simply a GUI game, there is still a lot to find! Different map regions have different things you can do as well, so be sure to explore far and wide! This should also allow you to familiarize yourself with the world map for when the Freeroam module launches. Got lost? Don’t worry, I built a navigation computer! Just type in the destination of the solar system you wish to travel to, and it will render the path on the map. It will even calculate if you have enough fuel to get there! Conduct Expeditions! In each system, you will be able to conduct Expeditions, timed events that can lead to a decision tree or provide a reward. Some expeditions, like mining, are quite simple and mundane, while others, like searching for rare comets, are more intricate. Some expeditions may lead you down decision trees, while others may give rewards. A small set of super-rare expeditions only exist in a few solar systems at a given time. All expeditions, however, will provide a reward if completed successfully.
Single-Sharded Hype! The Cloud Technology Testbench is single-sharded, meaning that everyone plays in one single world. No matter what server you are connected to, you will be able to interact and chat with anyone currently playing the game and see what they are doing. This is possible due our cross-server chat and replication tech we are testing. Buy Low, Sell High! As discussed in Daftcube’s Dividends #0, RoVerse will have asynchronous cross-server markets at launch. At the Cloud Technology Testbench, you’ll be able to take these game mechanics for a spin! You could be a humble trader, buying low in some regions and selling higher in others. Or, you could try to play the market for massive gains. Or, you could ignore them entirely. The choice is up to you. Become an Industry Mogul! At release of the Cloud Technology Testbench, our first iteration of industry will be ready for playtesting. You will be able to craft a wide variety of items that will assist you in expeditions, from missiles to probes that can scan for rare anomalies. Collaborate with Your Faction! The Cloud Technology Testbench has several Roblox group integrations. The most obvious of which is the solar system chat. RoVerse assumes your primary group is your faction, and will color players in your faction green, players who are in groups allied to your faction blue, and players who are enemies to your faction red. We hope you can forgive your enemies, but you’ll always be able to remember their names with our chat system. Most importantly, however, you will be able to collaborate with your faction to build space stations to build your own private industrial and refining complexes! We’re testing different ways to represent space stations in memory, so we hope factions do team up to build their own homes in space. Compete in the Victory Core Competition! When we release the Cloud Technology Testbench, we will have a faction-focused industrial challenge. The objective will be to acquire and activate the most Victory Cores. Victory Cores will primarily be constructed using a massive amount of resources from all over the map, but some will be able to found in expeditions. Lastly, individual players can sell victory cores on the market, and we’ll have a victory condition for individuals with the most money at the end of the event. As we get closer to the release of the Cloud Technology Testbench, we will give more details. Overall, we hope this event will give an incentive for factions to log on while testing our code. THIS LOOKS GREAT! SO, WHAT ARE YOU TESTING BEHIND THE SCENES? We’re trying to test the following systems in a high-player environment:
WHEN CAN I PLAY??? AHHHH!!! I’m not allowed to give exact release dates, but I can give an idea for how much left there is to complete before releasing the Cloud Tech Testbench to the public. The tasks still yet to be completed are as follows…
CLOSING REMARKS I had and am still having a blast putting this Testbench together for you. I hope you are excited about my current work. Any questions and comments would be greatly appreciated! A Clarification about Fuel, Before I Sign Off To clarify, you will not need fuel for regular travel within RoVerse’s Freeroam module. However, you will need fuel within the Cloud Technology Testbench. The reason I made this decision is because having a fuel mechanic would give a high-demand item that would incentivize people to trade. It’s purely in the spirit of testing gameplay systems within the Testbench, and won’t exist as a mechanic in RoVerse proper! Sorry for the confusion or panic. Hello everyone! Welcome to the 175th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. We have some newly meshed ships from Skinny, your weekly dose of rigged faction ships from Idyllic, and an update from DaftCube on his work this week. First, the new ships! Calexian Industries' Aelia Sunbreak Industries Lockyer Distrionian HX-12 Eradicator and the Solerian Industries Syndicator Skinny has gotten back to work meshing all the ships we've added to the dogfight over the past few weeks. While unioned ships work fairly well, we're always looking for ways to improve performance, and that included reducing the amount of geometry each client has to render during gigantic engagements in space. To that end, Skinny has undertaken the task of meshing each ship in blender to reduce the number of parts and number of triangles as low as possible. Here are some of the achievements he has attained. He also put together this graphic detailing his project. On DaftCube's end of the project, he has been hard at work at an economy system and a secret project - below is a teaser image from that project. What could it mean? A quiet week in the dogfight this week, following the end of the Hallows Eve Event. There were 73 kills, 29 with autos, 24 with plasma, 9 with railguns, 7 with laser, and 4 with beam. The top ship this week was Shattered Wing by a hair's breadth, followed by Sentinel Mk.II, Gladiator, and Excalibur. 8 people got at least 1 kill, using 7 different ships, interesting. Imaboss2122 again topped the leaderboard, with 23 kills, 2 deaths, and an 11.5 KDR. Only 2 weeks left in this cycle, now's your chance to seize the top spot! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 19) 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: When is the RoVerse OST going to be added to the game? A1: The original OST Animula put together is a great set of tracks, but he is in the process of putting together new and improved audio in a second edition, which will probably be the version we upload and add to the game. Q2: Who stole gravity? A2: Anyone having information regarding the culprit behind these horrid acts should report to the ministry for debriefing. There may be a reward. Q3: Can we get a mute button for the in-game music? A3: There's already a button! In the top right, click the sound icon to turn audio on and off. It might reset after each round, but we're looking into the problem. Q4: When is this newsletter releasing? A4: A newsletter is never late, nor is it early, it arrives precisely when it means to. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 174th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, work has continued on the economy system, we have a new dev working on planet concepts, turret classes have undergone testing in preparation for their official release, and, as always, more faction ships have been rigged. First up, the faction ships: Ninazu Vertigo Vaction Arbitrator Jitaran Finch Wreck Restored Jitaran Finch ...and the House of Akatana Suzume 0-1 The much-anticipated turret classes are well on their way to full deployment, but first they must undergo rigorous testing to ensure they won't corrupt anyone's save data, cause a lot of errors, or do anything weird. A few bugs have been found and patched this week in limited testing, most having to do with equipping turrets. Since most ships already have light turrets mounted, exchanging them with turrets of the proper class was a particular challenge. A new dev has joined the team with an interest in planetary environments. Verne🌲 will be working on concept art for biomes and special locations throughout the galaxy. Below we have some initial work describing an ancient planet that you may find somewhere in the stars. We look forward to his further creative work. This week, there were 626 kills in the dogfight, 409 with lasers, 141 with plasma, 51 with autos, 24 with railguns, and 1 with beams. The top ship was the Gladiator with 118 kills, narrowly edging out the Curse of Knowledge with 114, and with a good margin on the Excalibur at 95. The pilot with the most kills this week is devOmegax with 185 kills, 85 deaths, and a 2.17 KDR. If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 18) We also collected data over the Hallows Eve Event, to see who was the best in the limited-time event map. Over the duration of the event, there were 325 kills in the Core of Nothing map, 211 of them with lasers, 81 with plasma, 18 with railguns, 10 with beams, and 5 with auto. The top ship was the Gladiator with 72 kills, followed by Excalibur at 42, Curse of Knowledge with 35, and Sentinel Mk.II with 31. The person who topped the leaderboard on the special community-built map was... ManikuCalex With 107 kills and a 3.45 KDR, beating out devOmegax who had a late rally but couldn't catch up. If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Hallows Eve) 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 ship storage be calculated, in simple terms? A1: Quite simply, ship storage will be calculated by ship volume, reduced by a percentage. No cramming 10,000,000 boxes in a light cargo ship. Civilian ships, like cargo carriers will have a special stat category for cargo, in which you can spend more or fewer points, creating such interesting combinations like a huge, slow hauler that can carry 10x as much cargo as the next ship, or the fast smuggler that doesn't have much space but is untouchable. Q2: Does the amount of armor or shielding increase ship price? A2: Yep, most important stats are considered when calculating ship price. So if you submit a ship and don't spend many points, it will be cheaper. It just might not be useful. Q3: Is this game ever going to be real? A3: Certainly. 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 173rd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, DaftCube released the first issue of DaftCubes Dividends where he goes in detail about specific backend features of RoVerse, the process we're using to develop these features, and problems we have run into. We also have another round of faction ships rigged and ready to fly, as well as three new default ships available to everyone. The article is available here, if you missed it. The ships rigged this week are: The Ninazu Reaver The Terran Alliance Accipiter MKII The Ether Analysts Oracle The Ether Analysts Monitor The Ether Analysts Seer DaftCube also has done some work in upgrading our systems database, condensing a bunch of information in one easy-to-manage format. This week the winner was TechnoStrikeMaster, making the most out of Curse of Knowledge with 122 kills, 1 death, and a whopping 122 KDR. There were a total of 221 kills, meaning Techno was responsible for 55% of the kills this week alone. This week the Laser turret kept its top spot, with 171 kills, while Beams trailed with 16, Plasma with 13, Auto with 12, and Railgun with 9. We're now approaching halfway through Series 3, top the leaderboard and win a prize! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 17) The community Hallows Eve event is just about wrapped up. Now is your last chance to snag the exclusive ships available from completing the quests and raid. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Is a stock market possible? A1: While we wont be coding anything related to a stock market, players could take the initiative and offer stakes in various corporations and factions, and determine their own valuations. Q2: Do factions get to decide the minerals used to construct their ships? A2: Unlikely. It wouldn't be very fair if just anyone could pick what goes into a ship. Instead, we'll be setting up the system to decide for you. 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! I’m Daft-Cube, and welcome to the first edition of Daftcube’s Dividends! This is a special devblog series that aims to discuss the development progress of the not-directly-spaceship-related-butstill-very-important gameplay and supporting systems of RoVerse! Daftcube’s Dividends are not like the current weekly devblogs because Daftcube’s Dividends will only be posted when new content is ready to be discussed. On the flipside, these devblogs will be on the longer side and will discuss systems with much more technical detail. If you enjoy boatloads of technical design commentary or simply want to understand the infrastructure that powers modern MMOGs, this devblog series is for you! Without further ado, let’s get started! Design Goals One of the defining features of an open-world space sim is trade. People around the galaxy are always in need of materials to build stuff, rare artifacts to make even more rad stuff, components for space stations, ammunition to throw at their “friends,” and more. Within RoVerse, we want to ensure that our markets live up to – or maybe even exceed – the expectations of the space sim genre. Our main design goals surrounding markets were…
After analyzing our design goals, we decided that a buy/sell order market model would be best for RoVerse. For each sector, players can post buy and sell orders for a good. A ‘buy’ order is an offer for the item in exchange of currency, while a ‘sell’ order is an offer for currency in exchange of the item. This system results in a free market where the interaction and competition between players determines the price of goods. It’s real economic theory at work, and it’s super cool! Our vision presented some major overarching technical challenges…
To see if these technical challenges could be overcome, we started work on several prototypes. Prototyping (Or, why failing faster is actually epic) RoVerse has a pretty large scope. In order to build features that seamlessly integrate and complement with the existing systems in the game, prototyping becomes critically important. Prototyping is the act of creating a small-scale model of a larger system to test if the system could work. Prototyping also allows us to discover potential flaws in our systems before they are built, saving us a lot of time in the long-run. During the prototyping stage of RoVerse’s MarketService, we first naively tried to create a system that used Roblox’s DataStoreService to post orders and propagate changes across servers. Roblox’s DataStoreService is what allows your favorite Roblox games to persist data across sessions. We thought that we could save market data like any other game data, and just have a server script take care of the transactions. The prototype went badly. Like, really, really badly. Implementing Realtime Markets, Take 1 (Or, why datastores should only save data.) We quickly ran into two major issues with DataStoreService. First, DataStoreService does not support transactional operations. Basically, when a player purchases something from the market, our code requires several different values to be saved in different DataStores simultaneously. We need to first remove the cost from the buyer’s ‘wallet’ datastore, then we need to add that same amount to the seller’s ‘wallet’ datastore. Then, we need to remove the order from the market’s datastore and add a record of the transaction to a ‘past transactions’ datastore. If any one of these operations fail, we cannot safely roll back the state of all the other datastores. The following chart describes what issues would occur if a market operation could not be rolled back after each datastore change. Second, DataStoreService is not built with high-frequency concurrency in mind. In simpler terms, DataStoreService has a lot of trouble when several different servers are reading to and writing from the same datastore very frequently. Specifically, DataStoreService’s :GetAsync() function ‘caches’ for four seconds between calls. This caused an interesting situation where if two players purchased from the same market order selling only one unit of a good within four seconds of each other, each player would get that item. Two items were sold, when only one was posted. Sounds like a fun replication bug that can be exploited! Some people might point out that we could have had more success using Roblox’s MessageService. This service allows servers within the same game to communicate with each other without creating a clever hack that used Datastore’s somewhat unreliable UpdateAsync() function. While we were prototyping, MessageService did not exist. Even now, it’s not a good option because it is still non-transactional and messages sent over it are not guaranteed to actually be received across all servers. Overall, we quickly discovered that the concurrency issues and the non-transactional nature of datastores was not going to work. We needed something better. And, we had the technology. Implementing Realtime Markets, Take 2 (Or, why a separate Javascript environment is more flexible than anything Roblox could ever give us.) How do we fix this problem? The resources that Roblox provides us within its engine are obviously inadequate for our vision. It looks like we need to reduce our vision and- You thought I was seriously going to say that? Nah dude, I don’t go down that easy! Roblox has a service called HttpService. This service does exactly what you might think it would do: it allows Roblox to send requests to websites outside of Roblox. A new design formed… We elected to build our market service on our own web server, and then communicate with it from the Roblox servers using HttpService. This method has many advantages…
Node.js is an open-source serverside runtime for Javascript. As I had just finished an internship that revolved around using Node.js as an intermediate between a database and an external service, I thought it was good enough for the job. We decided to use relational databases as opposed to non-relational databases because our team had more experience with the former. Now, our current tech stack looked (and still looks!) something like this: Our prototype was a whopping success, demonstrating that our concepts and tech stack were able to run a marketservice that could allow users to trade across-server while seamlessly rolling back all operations if an error occurred.
The Present and The Future For now, we remain busy at work building the market system. There are still many bugs and challenges to overcome. Some people may ask why I did not speak about buy/sell orders or wallets for groups. This is because that is still being figured out; we want to have organization-level market interactions, but we’re not sure if Roblox can handle it. We can only really prototype that once we have our existing market infrastructure up, too. We’re not sure what the future looks like quite yet, but we do know a few things. First, as the Roblox client/server development has been falling behind due to our Roblox developers’ real life obligations, it is likely the MarketService will not be able to be tested in the persistent universe for some time. However, we do want to test all of our web-based services way before then. We do not know how we want to do that yet, but rest assured you will get to help us test this crazy infrastructure in the somewhat near future. Questions and Answers! Queen Bishop Airyona of Luparis asks, “I take it a stock market is not possible?” A stock market is possible and could be implemented by creating another service like the MarketService that has an additional layer for dealing with securities management and all the math that entails. Realistically though, I don’t think we will get to stock markets. The markets themselves are a lot of work, and I think it would be best to focus our efforts on our current scope. Idyllic Explorer asks, “Taxes and Stuff?” Ah yes, death and taxes. We have solid plans on implementing market fees and taxes, however, we’re currently focusing on just getting the markets themselves functional in a production environment. After that, we’ll add taxes and its accompanying misery. In other terms, yes to taxes, just later. FangABXY puppy defender asks, “How does industry and crafting work again?” We’ll cover that in a later Daftcube’s Dividends installment! Idyllic Explorer also asks, “Will there be more graphs for the market?” I hope the diagrams in this devblog satiated your current thirst for graphs for the time being. In the final game, we hope to have a price history graph for each item. However, HttpService limitations may get in the way. It’s hard to tell before we have our first market mass test. Wait, did I say something? ;) [Oh god im pressed]Kronos asks, “In terms of the cloud infrastructure, how do we know that it won’t go out, and, if it does, how are you gonna remedy that while its down or if it stays down for an extended period of time?” Ah yes, downtime… Nightmare fuel… Part of development of any software is creating procedures for proper and improper operation. If the market server goes down, only market trade will be inhibited. Players will still be able to play in the RoVerse universe and directly trade items to each other. One of our design goals is longevity, so we’re hoping a longer-term outage doesn’t occur. If it does, us developers will probably have a horrible few days, but we should be able to get it back up. Thanks for Reading! Wow, we made it! That was a long devblog! Thanks for tuning in to Daftcube’s Dividends. If you liked this devblog, be sure to let us know! They take time to write, so we would love to hear what you want us to focus on. We’re not sure when the next installment will be, but we do know it will be waaaaaaay more technical than this one. Once again, thanks for reading, and here’s a teaser for making it this far! Hello everyone! Welcome to the 172nd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week our community Halloween event is well underway, and the reward ships have been made available right away so you can hop into the dogfight and chase down your foes in your brand new ships on the brand new maps. Two new ships have been rigged and made available this week, both reward ships for the Hallows Eve event: The Shattered Wing The Curse of Knowledge Both joining the raid ship Diminishing Star in the Alpha Dogfight. You have one more week to collect all three reward ships before the event ends. Take on the Siren in the Quest, and take on the Void in the Lights End raid to get exclusive rewards and bragging rights amongst the community. This week, the leaderboard was topped by ManikuCalex yet again, with again another narrow victory over Imaboss2122. He had a total of 139 kills, 63 deaths, and a 2.2 KDR. Second place had 138 kills, 42 deaths, and a 3.28 KDR. Very nice work! There were 521 kills this week, coincidentally one fewer than last week. 365 kills were with laser turrets, 54 with plasma, 43 with auto, 35 railgun, and 24 beam. The top ship was the Excalibur, with 93 kills, followed by the Sentinels, with 64 and 68 kills each. A total of 27 different ships were used to get a kill this week, an outstanding bit of variety. 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 factions be able to prioritize some sort of colony density over others? A1: Planets and colony city generation are still a long ways away, so nothing is fixed, but colony generation will probably be pretty consistent across the board, with every city growing in the same predictable way, just with different structure visuals per faction. As for suburbs, we currently have no plans for generating those, just the towers of an urban center. Q2: Are humans the default species? A2: Technically the default species is robloxian. Your faction species can really be whatever creative stuff you want to come up within your lore. And if you're particularly creative, you can even design your own custom mesh for members of your species to wander around in. Talk to Idyllic and he can talk you through mapping textures to support catalog shirt templates too. Q3: Can we share ship models with specific other factions? A3: In the dogfight, definitely. Idyllic should have that functionality available pretty soon. As for in the final game, you would be able to provide another faction with already constructed ships, which would be a limited supply and theoretically would be revocable. Alternatively, you could sell the schematic and allow them to construct a limited number, or unlimited number of that ship model. Q4: Will there be Binary star systems? A4: One or two are currently planned, we'll see where they shake out. There's nothing inherently impossible about adding them, two stars in the middle of a system, or one far off in the distance. Also, circumbinary is a fun word to say. 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 |