Hello everyone! Welcome to the 117th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic dove into merging the Fighter and Capital systems, including changing over formats from one version to another, sorting items into their proper folders, and rigging everything up to use the same edit system for loadouts we've seen the past few weeks. With minimal changes, nearly drag-and-drop into the folder system, Idyllic was able to add the Excalibur to the Capital ship selection menu system. While he was at it, he also added folders for Civilian ships, that will come in the Freeroam update, so we can practically use the same file system throughout the full game. Next up came adding in all the data for the ship, like the Name and Corporation and the five stats shown on the comparison pane, as well as selecting the proper hangar for fighters, instead of the gigantic shipyard scaffold. Please note, the stat comparisons are still being compared against the max Capital values, and as such are incorrect - the point is that the system does work with additional ships, even fighters. The Excalibur looks quite small in the hangar, but when compared with the Heavy Cardinal, one of the larger ships, the size of the space makes sense - even the Cardinal has a class of fighters larger, and civilian craft like mining ships can be even larger. When designing hangars, it's important to make them bigger than you think you'll need, because someone will come along and design a bigger spaceship. Addition of the fighter weapon turrets was a bit more complicated - they were formatted differently and are a much smaller size - but after a few tweaks Idyllic was able to convert them to the new loadout system. Not every turret will be available for fighters, nor in a gimbal variety, so there are a few tweaks to make to UI yet, but the system functions excellently. Since it's the same system as for Capitals, all those features we've been working on are already baked in - ship skins will only require meshing of the fighter, faction fighters will be able to be dropped in, and even faction turret designs will be drag and drop. With those systems up and running, Idyllic took the time to rig up a few of the fighters that will be available in the update, making sure each class and odd variants functioned correctly. 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: Where will cargo be stored? By players, and by factions? How about spare ships? A1: Cargo will be able to be stored in all sorts of places, from the holds of your cargo ships, to Stations, to outposts with Cargo modules installed. It's a similar concept for spare ships, except they're held in hangar space. Individual players might have to pay a stationmaster a docking fee to hold their ships there, while a faction-owned station might be able to hold an entire fleet ready for battle. Q2: Will we be able to form penal battalions? A2: The effectiveness of the use of prisoners in combat is severely limited. There won't be any official system, but in the event that two factions merge and they want that as their lore, that would be a possibility. You could even call a faction colony on a far-out planet a penal colony, if you wish. Q3: Can we have modular ship designs for different kits? Like a cargo kit adding cargo modules, or a battle kit adding more weapons? A3: This should be possible with the system we're developing. Rather than having to scrap a ship and rebuild, which would get expensive, you'll have the ability to re-kit ships for a fee and a time delay, but there's nothing stopping us from switching out the ship model during this process. If you build it, we'll support it. Q4: Will there be any stealth ships? Stealth tech? A4: This has been brought up before several times, and we've come to the conclusion that 'stealth' systems like cloaking would be extremely overpowered on one side, or useless on the other. More moderate stealth may be possible, with possible tech including radar disruptors - players could still use their eyes, but if they rely on radar too much you'll be somewhat stealthy. Q5: What is the system that ships will use to travel around systems at high speed? FTL? A5: By now everyone knows that system-to-system jumps are done through wormholes, but within systems distances are small enough for ships to use some sort of hyperspeed or warp - the final name is up to faction lore and what they want to name their technology, though they will all function the same. Idyllic recommends the 'vroom drive.' 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! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |