Hello everyone! Welcome to the seventy-sixth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. We hope everyone had a lovely Christmas this past week, and were able to relax for at least a little bit. We've had a busy week around here as well, but we made the most of the free time we have, and some of the boring time while family is around, to work on some pretty cool, and very important features for the game. This week, the development team working on the Capital Update has continued to work hard on finishing everything we will need. When we were trying to rush to release by Christmas, we ended up shelving a few features that we wanted but would take to much time, but now that we missed that original deadline, we can reconsider. And some of those features were pretty vital to extended gameplay, so putting them back in should make the game that much more fun to play. Idyllic finally took on the monumental task of digitizing and organizing the star systems that were designed nearly a year and a half ago, putting them into a handy google sheets database that we can use to manage and keep track of the status of systems, as well as one very important feature - loading the layout of systems from a saved and packed data file. Because the system we have planned uses a trick to create the different star systems, planets, and station servers, we need a way to load that information in, so when a new server is created, it has the most up-to-date and accurate information with which to build the system layout. Rather than have 800 individual place files all in one gigantic universe, our servers will come in about four different flavors, and upon creation, load in the instructed location from an outside source, create the star and its asteroids, the minerals in the debris, any station locations and planets. After the success of organizing the star system data, Idyllic took on the grueling process of not only organizing, but completely creating a list of every planet in the galaxy. With some fancy formulas and a few mistakes, he created an ordered list of all 539 planets to be generated, each with a connection to its host system. Each of these lists includes the necessary information to generate the right biome and size and any other information needed, making it a huge step in getting the game to production. With this work on the database, he also took on the task of giving the galaxy map a facelift, as well as making it load from an external source, rather than a list of systems as originally designed. With the new database of information, he was able to create a much more informative map than was previously possible, with star types and sizes, planets and their orbital radius, and asteroid field biomes. You may remember the old galaxy map. While it served its purpose of organizing the systems of the Galaxy into capturable sectors, it really wasn't prettiest design, and it wasn't the most useful. And for something greeting every player in the lobby server, the galaxy map needs to be both those things. And so Idyllic teamed up with Vedrakkerous, to bring new life to the map. We know that many computers don't handle particles exceptionally well, so keep in mind that these features will be toggleable by the user to better fit their computer's capabilities, including turning down particles, not rendering system biome asteroids, and even as far as turning off planets, to cut down on the part count, which admittedly got a bit high. The map features LightInfluence particles that we can use to show the different sectors of the galaxy, like the Badlands or the Misty Reaches, as well as a toggle to show faction control of systems. Flying through the galaxy really is an amazing experience. With this exceptional progress this week, and future plans to digitize the rest of the pre-planned data that has been sitting around, Idyllic should be pushing progress on the game forward in huge steps in the coming week. This week, Skinny was too busy with real life to make any substantial progress on the ships he's been working on, but he did manage to successfully create a proof-of-concept for planetary atmospheres, simulating that blueish outline visible at a distance, that also falls into shadow behind it, as it should. Add in a lovely generated planet mesh, and fleets will be cruising to invade in no time! This week we have also hired on a new shipbuilder, Lorenzo, and he has already done some amazing work with a particularly unique example for this week. Shaped unlike any other capitals in our fleet, and with more room for armor than weapon emplacements, this Medium Capital should work wonders securing systems and holding the line, while reinforcements can be called in. Welcome to the team! 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 a religious faction be allowed in? A1: While we have had many factions discuss their plans in the community about including a religion in their lore, which is entirely acceptable, creating a faction based on a real-life religion would not be allowed. While you may be able to get away with a 'Space Templars' faction, don't expect to use RoVerse to go proselytizing. Q2: What type of machines can we expect for mining into the planet, will we have an ‘unlimited’ inventory to hold the ores or will you put it in a container? A2: Mining on planets is still in the design phase, but it won't be all that different from mining asteroids with a dedicated mining ship. We plan to include mining lasers as possible attachments to vehicles, for fast and rough mining, as well as mining on foot that might get you a bit more efficiency, into harder-to-reach places, but be a bit slower to operate. As for digging in to planets, you should expect only minimal changes to terrain, not significant mining tunnels or the like, at least at release. This isn't quite minecraft after all. 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 seventy-fifth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week.
This week, our shipbuilders have been hard at work, the rest of our builders have been working on Capital Alpha maps, and the scripters have been hard at work on finishing up the Capital Update. We really wanted to get it out by Christmas, but we also hold fast to our convictions to only release things when they are absolutely ready to go. And since this isn't a race, we'll be putting in the extra effort to complete the Capital Alpha Update as soon and as perfect as possible. In the meantime, we're hosting a Tournament at the original Dogfight Alpha to find the best pilot in the galaxy. You may have seen the signup link in the last few newsletters, and signups have officially closed for the 2v2 tournament. Keep an eye on the Community Discord channel for the official Tournament Bracket to be released, and the competitions will be happening over the next few weeks. First up on the progress this week is the report from Skinny. He's been doing the initial designs for a new ship, as well as continued modifications to a nice environmental script he's been tweaking. He's also completed the meshing of the cargo ship displayed last week, with it cut into 23 colored and separated parts. We can't wait to see the next ship he is working on! Sae'tzar has been hard at work, this week finishing up a ship that has been sitting in the dry docks for a while now. This large ship is designed with a large hangar capacity in mind, with two large superstructures protruding from the side of the main body.
Classed as an XL Capital, and with a volume of 277k, this ship is a rather small ship for the class, but built to handle a ton of firepower. Expect to see this Titan in battle deploying fleets of fighters to take out enemy installations, while providing its own support from the numerous turrets lining its hull.
We'd like to welcome CraftSmashBuild to the team, he's taken up finalizing and improving the operation of Capital ships in anticipation of the Capital Update. He's made some astounding progress in just the few days he's been with us, and we can't wait to see the amazing work he makes moving forward. You can see a rough video of some improvements he's made, including a roll functionality that was glossed over in the previous version. Another special treat this week from Animula, releasing another sample of the soundtracks we're developing to make flying around the RoVerse Galaxy that much more immersive. This time, its a sampling of an ambient track, for when you find yourself cruising the void of oblivion all alone. You can check it out here: https://soundcloud.com/animula_musicdev/on-metal-wings?in=animula_musicdev/sets/roverse-original-soundtrack 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: Should ships being built by factions include landing gear? A1: Ideally, yes. Smaller craft, like any fighter, cargo carrier, or mining ship will be able to enter atmosphere and land on the ground. Larger ships, like Small, Medium, and Large Capitals may be able to enter atmosphere, but will have limited abilities when it comes to landing. So built-in landing gear of any faction style would be recommended. Q2: How will transferring between ships and stations or other ships work if there aren't interiors for everything? A2: For ship to ship movement, we're looking at a simple system of transferring the player automatically from ship to ship, with the camera moving between the two. There may be some sort of integrated delay, but nothing substantial. Ideally, moving between two ships wouldn't involve moving into the ship interior place, which is hosted in a separate server, walking down corridors and using hyperlifts, only to rejoin the original server in another ship, that just makes things too complicated, and less likely to work most of the time. For ship to station transfers, the station interior is the destination, so having the player transfer servers once, is a much better experience. Either through a docking arm connecting to a large ship, or a shuttle ferrying them into a hangar, ship to station transfers should be painless, as well as realistic. Q3: Would there be options to utilize space mines in order to lock down an area, or to assist in a defensive line around a planet, station, or area of interest? A3: Mines have been a planned mechanic since we first demoed fighters releasing them quite a few newsletters ago. On the logistical end, fighter-deployed mines would be better suited for fighter v fighter engagements, with the proper sized explosion to do quite a bit of damage. When it comes to Capital ships, though, a larger mine would be needed, probably by another capital ship, to do any sort of measurable damage. And we may be able to make them persist, at least for a while, to help with security, but we don't want them to be too powerful that you just jam 100 into a jump gate and taking out an entire fleet. Q4: What about mines attached to asteroids, or cloaked? A4: This is an interesting suggestion. Mines aren't just depth charges set adrift, being able to lock mines to locations, to protect mineral resource points, or just to hide a larger explosive next to a large rock, could be an interesting addition to using mines in warfare. Q5: Do developers get dental? A5: Only if they qualify as full-time workers and have worked 1,254 hours in the last calendar year. Q6: How will carriers work? A6: As answered several times before, prior to battle capitals can load up with a bunch of fighters, each 'stored' in the capitals hangar capacity. As players die and respawn in these fighters, the counts of available ships reduce. Since putting an actual hangar cut into the side of a moving ship isn't feasible, ships spawning from a capital hangar will spawn alongside the larger ships. Q7: Does galactic insurance cover space turkey related injuries? A7: I believe they will class such occasions as an 'act of god' and refuse to pay out for it. Q8: What are the concepts for land based weapons looking like? Bullet drop? Max ranges? Specific types of weapons, IE; Beam laser sniper rifles? Will we be able to make as many infantry weapons as we please? Will vehicles be practically impervious to infantry based weaponry? A8: A lot of questions in one there. Planetary combat is still in the planning phases, but we have a pretty solid foundation set out for it. It will be a mix of infantry, land-bound vehicles, and spacecraft, with each being afforded benefits that make them a requirement for a successful planetary campaign. Handheld weapons should have the same typing as fighter and capital weapons, from autolasers to plasma launchers to kinetic and explosive weaponry. There won't be any hard limits to the number of faction weaponry, only that the amount of work required of the developers to import such weapons be kept in mind, so keep it to a reasonable number. As anyone who knows anything about tank warfare in WWII, having an armored vehicle is a great plus, but they are by no means invincible. A well-laid landmine, or a rocket-propelled grenade in the right place will blow a hole through just about anything. From all of us here on the Development team, we wish you a Merry Christmas!
alexi says hi
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 seventy-fourth 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 quite busy, with lots more progress and a few tweaks to the Capital Update, some new ships from our shipbuilders, and a progress update on planet generation. Let's get started! Skinny has been working on his new cargo ship for the past few weeks, and it has finally gotten to a point he considers ready for flight. This truly massive cargo-carrying ship will be able to transport as much cargo as a faction could ever want, across as many star systems as they need to get the best price for the contents. With a unique style that doesn't match any other ships designed yet, this ship will truly stand out in your fleet. And we can't wait to see what he creates next. The Capital Update has seen some very important progress, with the first implementation of ship switching, as well as the first few steps towards customizable weapon loadouts. With the way the original dogfight alpha was coded, and the way the scripters handed work over to each other, caused it to become ungainly and very, very hard to modify. So the fact that we've been able to pull it apart and set it up the way it should have originally been set up, if a monumental achievement. We can't wait to show you how awesome this game is, and how much fun it is to fly around. But for now, you'll just have to take my word for it. Also from our shipbuilders, Sae'Tzar has built two new capital ships, the Bard class and the Guardian class, Medium and Small Capital, respectively. Matching the style of his previous ships, these capitals expand the line available from the manufacturer Wolf's Shipyard, and he has plenty more in the planning and early production phases. Mikey has completed another set of icons, this time the Capital Ship Icons. Each size class has a different icon, telling you at a glance exactly what ships are in your area. It's been quite a while since we've talked about where planets are at, as our focus is mainly on the Capital Update at the moment. But that doesn't mean we haven't been working on all the other cool features we've been working on. Planets have been in a sort of transition phase, as Idyllic transfers the inefficient generation system into a much more efficient, purely script-based implementation that doesn't rely on lists of objects holding data. This, of course, means that very complicated table structures have to be developed to hold all the information needed to generate planets. Currently, that means restructuring the continent growing system to select close neighbors from a table, rather than a part in workspace. And the work is going well, with everything on track to be completed before release. So stay tuned for updates from Idyllic's project! This is just about your last chance to sign up for the Dogfight Alpha Tournament. Sign up with a team of your friends and prove who's the best pilot in the galaxy. You can find the form here: https://docs.google.com/forms/d/17KKApFQwTK-EW0uWbNQlWvq0i7OXem1Hf4YVh4SVOn4/viewform?edit_requested=true We should be announcing the date or dates of the battle soon, so don't wait too long! 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 are the planned differences between ships that use only hull shielding, vs ships that use hull and ray shields? A1: If a ship is to rely on hull shielding, it would ideally have a much higher hull health stat than a comparable ship that uses both types of shielding. The major difference, between a ship with equal health, would be the thickness of the armor, cutting into interior cargo space, along with the weaknesses and strengths of different weapon types. Unfortunately, this week there weren't too many questions that hadn't been answered before. You can find quite a few of these questions on the FAQ page. If you have any questions not answered, feel free to ask them in our discord Community Channel. See you next week! 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 seventy-third issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. It's been a wonderful few weeks with a lot of new features released perfect for developers, and in our case, for creating fantastic effects that make our game that much cooler. And so, our developers have been hard at work performing advanced scientific work on the applications these new features have. First up, the 100k stud clipping distance expansion. While for most maps currently on roblox, extending the clipping distance past 5000 studs in any direction won't make too much of a difference. But in the space genre, this has always been a problem. You'll be flying along in your ship and suddenly, a giant planet appears out of nowhere! Then you crash into it and explode. But now, with an expanded distance, you'll be able to see as far as you want, in any direction! We had tried to solve this problem by scaling down ships, and working on an object-to-surfacegui script to fake things past the view distance, but with this update, we'll have to fake it no longer! So in our final release, you'll be able to see as far as you want, and with Morgan working on our amazing star system generation scripts, you'll be able to see everything in each system, from the stars to the asteroids, to any capital ships warping in! There are still quite a few benefits to keeping ships scaled down significantly, so for now, that will remain a feature of the game. Also newly released this week, was the glass material. While still a bit buggy, this material offers some unique features that we might be able to use, most importantly the lensing effect. Ved has done a few tests that look quite promising. In other news, Skinny has continued his work on a large Cargo cruiser ship, designed to carry as much cargo as you or your faction needs. And RobustTitan has taken over work on the Industrial Outpost Interiors from Galbotrix, with some new details to spice up the layouts a bit. Progress on the Dogfight Alpha Capital Update is progressing exceptionally well, with lots of new features getting coded in daily. This week saw the implementation of the Radar Gui that Idyllic has been scripting, the Chat gui, the Health, Shield, and Speed display, and the rest of that lovely UI Ved designed a few weeks back ported over and polished up a bit. There have also been bug fixes on a number of fronts, from ship selection to combat, as well as the addition of ship trails and new, updated sound effects. We're excited to see the rest of the game come together in the coming weeks, nice work to TheFurryFish and SmellyPencil! This is just about your last chance to sign up for the Dogfight Alpha Tournament. Sign up with a team of your friends and prove who's the best pilot in the galaxy. You can find the form here: https://docs.google.com/forms/d/17KKApFQwTK-EW0uWbNQlWvq0i7OXem1Hf4YVh4SVOn4/viewform?edit_requested=true We should be announcing the date or dates of the battle soon, so don't wait too long! 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 implemented mysteries ingame by the developers for extra fun and adventure? A1: There might be! And it wouldn't be much fun if we went and told you about them... Q2: Will there be limits on how many sub-factions can be created? A2: Starting up a subfaction won't be as easy as picking a name, there will be a significant cost to creating a new subfaction, to make sure you have the resources to succeed, and the dedication to lead a group of people to victory, either economic or otherwise. Q3: In this RoVerse community server, will there be new chats or maybe a whole new server only for the game which could, perhaps, be composed of a Trade chat so people can make offers, bounties, job employments ads and things like that? A3: Upon release, the Community server will receive a full overhaul in preparation for a new purpose - supporting a larger community, with functions for trade, hangouts for different groups, and so much more! Q4: Assuming a faction decides to withdraw from RoVerse a few months after game release for "x" reason, how would the mods handle it? Choose a random subfaction which occupies the territory and set it (if they're willing) as an official faction or simply remain unclaimed? A4: In the unfortunate case of a faction deciding that RoVerse isn't for them, we'll probably let the course of 'nature' take over. Each week they lose a system to invading forces, get pushed back to their origin system, and eventually Capital planet, until they meet their doom. If the members then decide to completely give up, that faction will never resurface. We might keep the capital city ruins around as a landmark, but they won't return. Q5: Will there be points of interests scattered around the map that could be related to a faction's lore but serve no purpose whatsoever? Like for instance, an ancient battleship wreckage, an abandoned space station, a hidden underground facility. Those points of interests would of course contain logs or things to collect which would explain a faction's lore or what happened in the location they are in, and maybe even make references to other events that happened during the faction's past? A5: We want a faction's presence to be a part of the wider galaxy, making RoVerse more than just a giant empty space game. We'll definitely work with factions to include monuments from their lore with a few restrictions, to better immerse the player in a giant galaxy where things actually happen. Q6: Will system expansions be a thing? Such as 6 months to one year after release, we'd get a bunch of new systems added to the game, maybe a whole new cluster. If yes, how will they be implemented? Since simply throwing them at the corner of the map wouldn't be fair, maybe put a neutral area for transition to a new galaxy or an undiscovered area? A6: In the eventual case that a system expansion is necessary, we'll have more firm details on how exactly an expansion would work, but we'll look into expanding the map with more interstellar systems, systems in new arms of the galaxy, or perhaps a whole new level above or below the current plane. We'll just have to see! Q7: How will exploration work? Will all information be known in advance when a fleet gets into a system or will you have to scan planets, survey them, maybe make maps of them or something? A7: Exploration will be an important part early in the game, for factions looking for specific mineral locations or which systems to invade and capture, what sources an enemy has control over. We've been thinking about including some sort of science vessel that's purpose is to scan objects to determine precise information, rather than just relying on what players report and see. And making maps of planets seems like a fun little task to do, especially if you can sell the data you've collected, or hide base locations on a faction planet. Q8: Will Vaktus ever talk in the Discord again? A8: Probably only if he's really needed for something. He's a very busy man. Q9: Can a ship owner customize their ship to their liking? A9: We have a whole host of features planned for customizing ships, from naming it after your favorite ship from history, to changing colors and textures, to changing weapons and consumables equipped. Each ship should, if the owner puts in a bit of effort, be completely their own. And there's always the option to start a subfaction and submit your own ship designs, or pay a subfaction to do it for you! Q10: How will attacks work when no one is present to defend? A10: Faction system defense takes place on a regular, predictable, weekly cycle, so that a faction can marshal their forces and defend it at a variety of predetermined times, to either successfully defend, or fail and lose their star system. Outposts and bases on the other hand, as territory controlling devices and defensive positions, are open to attack for a longer length of time. We're still nailing down the details, but it will probably be most of the time, to all of the time. You'll need to have a few friends around to defend them, and they will be heavily protected by weapons systems, but don't leave them unattended for too long. 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 seventy-second issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, our devs have all been hard at work on a variety of tasks, from using the new beams feature to upgrade and update warp effects, to building ships, to adding more features to the radar gui. With some incredible progress to show, let's get right to it. You may remember a newsletter quite a ways back showing a demo of a warp field, and an even older newsletter with the jump gate portal made out of spiraling particles. Over the past week, our best effects experts have been updating and upgrading those effects using the new beam effect. This version is much less intense, especially for lower-end computers, making sure anyone is able to fly through a wormhole or a jump gate without a problem. We all can't wait to get the chance to fly a ship through one of these portals, and end up someplace completely different. What lies beyond these wormholes is for the adventurous and the brave to find out! We've also had some devs get back to work developing new capital ships, including this lovely ship developed by JangofettAlex. With its unique shape, and fancy exterior, any pilot can cruise and command the galaxy in style. Skinny has had quite the busy week, but he has continued his work on a large cargo ship that he has been working on. He's been busy adding details to the ship, like container numbers - it's important to keep who owns what cargo straight, or the unwitting captain might start an interstellar war. Idyllic has been quite busy as well, this close to the end of the semester, but he managed to add another important feature to the radar system - beacons. Beacons mark locations out of range of a ships radar system of important structures in a system, like the location of access wormholes, jumpgates, stations, and planets, showing them around the edge of the radar in the direction they lie. These locations will be visible in the HUD as billboard guis, but being able to see the ones behind and to the sides of your ship will come in handy. Seen in this demo are a planet icon, a wormhole, a jump gate, and a few fighters, as well as some capital target identifiers used to test the system, including weapons control, hangar, and a very far off escape pod. Thanks to Mikey for creating such a lovely set of icons for the radar. And the Capital Update dev team has been hard at work as well, and we're getting ever closer to release of that exciting update. This is just about your last chance to sign up for the Dogfight Alpha Tournament. Sign up with a team of your friends and prove who's the best pilot in the galaxy. You can find the form here: https://docs.google.com/forms/d/17KKApFQwTK-EW0uWbNQlWvq0i7OXem1Hf4YVh4SVOn4/viewform?edit_requested=true We should be announcing the date or dates of the battle soon, so don't wait too long! 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 a more detailed district for when people walk in as opposed to doing a quick flyover? A1: One of the limits behind generating cities procedurally is that there really isn't an option to create a more detailed version of the city without some human interaction. That's why we're putting so much effort into designing somewhat realistic cities, so that they feel like cities, with roads to drive your tanks down. We're still courting the idea of clan-built capital sectors accessible through landmark structures and place teleports, so that factions, if they put the effort in designing their own structures, we can integrate them in some way. Q2: Will factions have theme songs that play when they fly into battle? A2: While this wouldn't be supported on our end, there's nothing stopping a faction discord from broadcasting theme music to get their troops prepped for battle in a voice chat. We'll be sure to include a mute function so you can turn off the epic music Animula's created and listen to your own, without missing the sounds of people shooting at you. Q3: Will there be an alpha for ground battles as there is for space battles? A3: More likely than not, since planets will definitely be the most intense part of the game and we'll need to test how well they perform. That, and we do love showing off our work whenever possible. Q4: Will large capitals be able to use Time Dilation? A4: While cool when used effectively, especially in single player games, in the multiplayer world, I feel like messing with the speed players move and are used to at arbitrary times might be more frustrating than its worth. But we might keep it under consideration. Q5: Will structures have health? A5: Of course, that has always been planned. Static structures will have a bit more health than normal, and probably some sort of defense mechanism, and the owner should be around to protect it, but we don't want anything to be too permanent. Pretty much everything but a faction capital will be able to be completely destroyed, with enough effort. Q6: Will there be locker rooms around for you to change clothes on your character? A6: We want characters to be as personal as possible, even more so than those on the Roblox website, so the ability to purchase clothes and other items has always been planned. And changing into a group uniform before a battle, or putting on a new purchase should be as easy as possible. Expect changing rooms on stations near stores, as well as options to equip items from your inventory screen, for ease of access. 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! |
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |