Hello everyone! Welcome to the twenty-first issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! This week was thanksgiving week and we hope all of our US readers had a very happy one! Most of our team celebrates the occasion and were on trips with their families for the majority of the week, so progress has been a bit less than normal, as to be expected. The biggest achievement this week and probably in quite a while is the beginning of planetary development! Yes, we have indeed brought forward our plans for implementing planets into RoVerse as building progress has been so rapid and ship scripting is already being taken care of. So far progress has been quite astounding, with IdyllicDestroyer (who has managed to get some free time from his real life project to work on RoVerse) successfully generating our first full-sized planetoids: Next he'll be moving on to applying actual environment formations, which he aims to be able to do using grids across the planet's surface to generate data based on their geographical locations and relations with other nearby grids. Without terrain added it does tend to look like a giant golf ball! This way we will be able to have continents and biomes based on actual tectonic plate locations and mountain ranges where these plates would have pushed against each other. However it should be noted, this is very experimental and there are many impassable roadblocks we could encounter such as ROBLOX data capacities. As our development process is completely open to the community through these newsletters, you'll see for yourself if these methods prove successful. Along with Idyllic, Galbotrix also got time away from thanksgiving to work on RoVerse, livestreaming his building progress of the industrial outpost interior on our Twitch channel. Here you can see the beginnings of the mineral review and secondary incinerator rooms: iRavenActual, one of our new builders, got to work on building more shipwrecks for the Dogfight Alpha's initial release map: Last week we hit reached twenty weeks of consistent development, to mark the milestone one of our fans posted a compilation of all the media progress we've ever posted throughout the past months. You can take a look at it here: forum.roblox.com/Forum/ShowPost.aspx?PostID=202053043 Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: Will factions be able to decide what biome their planet is? Some groups(such as mine) have a specific planet in their lore and it would be frustrating if the group would be stuck with a capital planet that doesn't fit in with their lore. A1: Great question! Yes, you will absolutely be able to choose what planet type your homeworld is when your clan first enters the game. All homeworlds will have the same resource value in order to not give one biome type an advantage over another - the choice will be purely for the clan's lore preference. Q2: I have a question, this applies to starships and ground combat, will the shots fired go DIRECTLY where you want it to go (like most guns), or will actually be realistic and shoot somewhere else once in a while? A2: Guns won't have perfect accuracy, there will always be bullet spread but some guns will be more accurate than others, such as a shotgun vs a sniper rifle. Q3: How big are the ships going to be able to be? A3: Ship size will vary based on what class of ship it is, the largest class capital ships will be immense in size and control more akin to a mobile city than a space ship. Q4: Will the larger ship types be controlled by multiple people or only one person? A4: In the first release of RoVerse there will not be multi-crew but as we complete more and more of the core features of the game we will be able to implement the ability for capitals to have boosted performance by being manned by several crewmates. They will most likely work like tanks, with a driver, gunner and commander working together for optimal performance in battle. Q5: Pacifist movement groups? I am trying in SWR to do so, but I don't have a-lot to work with. Would I be able to successfully have the tools to forward a non violence act, aka pacifism in this game? A5: A large part of RoVerse will be non-combat content, such as mining, trading and exploring. Working with other players rather than killing everything is heavily encouraged and it is by cooperating with others that the most profit can be made. Miners can hire transports to haul the ore in their large cargo holds, traders can hire escorts to protect them from pirates, police and military keep the peace and patrol their faction's space ensuring safety for civilians. Player interaction is the core of RoVerse, so those who look for peaceful ways of playing will usually be much wealthier than those who get themselves killed attacking everyone they meet. When it comes to main factions, it can be impossible to avoid conflict with warmongering factions that try to invade your territories, but war is not all glory and conquest, it is extremely expensive and demanding of resources. A faction that is at peace will always expand and grow in wealth far faster than one that is at war, or even in multiple wars. If a faction is strong enough to enforce peace and intimidate nearby aggressive factions into staying away, that faction will flourish as a beacon of civilisation and prosperity for its people. Q6: As a small faction, how could we get into RoVerse but not have territory ( or territory that is shared with another faction) A6: The clans that enter RoVerse as the main factions are meant to be more like nations/countries that govern space and protect its civilians. Smaller clans that roleplay as corporations or guilds would be much better suited to being sub-factions in RoVerse, which players can create once they build and own an outpost. Sub-factions don't own star systems on the map, however the presence of their outposts and ships give them influence over areas within a main faction's space without being aligned to one. Q7: How will carriers work, and what types of carriers will there be? I also want an idea of what types of fighters there will be as all we know so far is that they are sorted by size. A7: Carriers will be the most important ships in a fleet, due to their incredible tactical advantage of allowing players in fighters to use them as mobile spawn points. They will be very large but very slow and poorly defended as they trade weapons for hangar space. Fighters perform roles relative to their size, lighter ships are great scouts or interceptors and suited to pilots who prefer agile controls and speeds that spin circles around other ships, at the cost of less powerful guns and weaker hull. Heavier ships play the roles of bombers or heavy attackers, big guns and thick hull but slow and sluggish. Medium sized fighters are a balance of both, like a jack of all trades, they generally perform well in both agility and firepower but not particularly great at either. That's all for this week's newsletter, we hope you can all understand the limitations real life conditions can have on our progress rate and trust us to not let it deter our spirit to continue development! Thanks for taking the time to read and we hope you'll join us again next week! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |