Hello everyone! Welcome to the 120th 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 page on the website, covering a bunch of new information for those building Faction Fighters and Capitals, another update from lordrex on data replication across server boundaries, some new and improved engine effect from Vedrakkerous, who has rejoined the team, a progress update from Juszl and his station work, and a section covering some recent Roblox updates we'd like to address. After a few months hiatus from the Development team, Vedrakkerous has returned to work on particles, effects, and maybe a bit of scripting here and there. Taking the lessons he learned over his time away, he's set about improving some of the particle effects left over from before. Here we have brand new engine flares, that are a significant improvement over the 'triangle inside a circle' particles we had before. These flares are fully color-customizable, letting the developers or Factions pick a color for their engine effects with ease. In a continuation of the segment we've been talking about for the past two months or so, Lordrex has been working on station data replication from server to parallel server. This week, we have outstanding news regarding the testing of that system, as well as two lovely gifs to demonstrate the feature we've been promising every week. Here we have lordrex damaging an outpost module by 500 hitpoints, which is then sent off to the backend server to make sure everything is kosher... ... and a few seconds later the module explodes in a blaze of glory! Here, in a parallel server, we see the effects of another module exploding. The cursor moves at the mark when damage was done on the foreign server, and about 7 seconds later that information replicates to this server, where Idyllic watches in horror as his beautiful outpost module is obliterated in a nuclear fireball. We'll be working on reducing that replication time over the next few weeks, to get it as short as possible while still verifying the report's accuracy before destroying your hard work. Juszl has continued work on his default station, this week adding in a few details to the exterior. And to quote him directly, "This is only most of the front half." We can't wait to see the rest of the station! Idyllic has made a few touchups to the Capital systems, patching a significant bug that didn't reset the list of turrets when you selected a ship with fewer mounts, leading to floating blank mounts surrounding your ship. He also took some time to actually test the Ninazu beam turrets in firing mode, which he hadn't done yet. This demo was recorded in a live server, where turret firing is still a bit buggy and not replicated, but as a proof-of-concept for faction turrets and loadouts, it works. Idyllic's other project this week was the creation of the Shipbuilders Guide, a sort of guideline set for Faction builders who want to start building fleets of ships. On this page you can find the most up-to-date information on the Fighter and Capital classes, their divisions, and just how many turret mounts you can put on things, along with a selection of accurately-scaled ships of each class to compare your builds to. In the past few weeks we've had two awesome feature updates from Roblox that we'd like to address firsthand - these two features will play a substantial role in both how RoVerse looks. First off it the implementation of FiB. The Future is Bright feature is a landmark feature that, once enabled on the client, will change everything. For quite some time now, in our polished progress pictures we've been using the demo versions to create murky and mysterious space environments, as well as planet atmospheres, and we had always hoped that this feature would release in time for RoVerse's release, so we could make not only the most ambitious space game in Roblox history, but the prettiest looking one too. With Ved on the team, and his excellent work with the lighting systems, RoVerse moving forward should be a sight to behold. The second feature we'd like to mention is the bump of CSG and mesh import triangle limits. While it won't be as drastic a change as FiB provides, this will allow us to halve the number of parts required when meshing and importing faction ships, especially the ones that go way over the triangle limit of a single piece. The new limits, 5k and 10k, respectively, should give faction shipbuilders a bit more room to work with when designing and building, and our devs that have to mesh and upload everything a bit of breathing room. 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 faction stations be able to allow people to use their services for shipbuilding and such for a price? A1: While neutral stations will offer all the services a solo player could need, they may find themselves in a far-off system or in need of more specialized services. In this case, it is possible for them to approach a Faction station and hash out a deal allowing them to use that faction's station as a staging ground for shipbuilding, cargo storage, or any other activity. Q2: Will players get credit for coming up with cool tech ideas that then get added to the game as research? A2: Definitely. This is a community project, and we're trying to include as many community influences as we can, from faction ships to faction cities, and giving people their due credit along the way. If you have a cool idea, that wasn't already on our list or suggested by someone else, we'll definitely make sure you're mentioned as the 'pioneering researcher' on the project. Q3: You've answered the question about Faction-locked ships in the Capital Update, how about the opposite? A3: Sure, we'll support publicly accessible ship unlocks for private companies, if you want to spread the word about your ships as an early form of advertisement. Shouldn't be hard at all. Q4: Can I make my faction species poisonous as a form of revenge against those who wish to consume us? A4: That's an oddly specific request, that I'm not sure we're quite to the stage of being able to address. I don't think players will drop flesh when you kill them, so in-game at least that's a no. On the other hand, if you want to add that to your lore, you can. Q5: Will players start with free money? Could they make alts and gift it to their main? A5: Players will get their first funds during the tutorial, where they borrow a mining ship from the stationmaster to gather ore and purchase their first ship. You aren't given any money directly, meaning players would still have to go through the effort of completing the tutorial mining mission, which they could do much easier with their own mining ship on their main account. Q6: Do factions have to build a version of each station type? A6: It's highly recommended you build as many custom assets as possible, which will help with application, and make your faction look cooler. The only situation where using default station models would be an option, is if your faction lore leans towards that being a reasonable choice. Q7: Will the designers of ships get a free copy of the ship blueprint? How many uses will they get? A7: Since building a ship form a blueprint still requires resources, giving someone a blueprint isn't an advantage, per se, so they will have unlimited uses for the original shipbuilder or faction. Duplicate copies of that blueprint will either be limited to one use or several uses, as desired when sold. Q8: How will players research black holes without falling in? A8: Faction research stations and outpost research modules will be the infrastructure used to study nearby strange and unique phenomena, and can be built anywhere in a system. Finding the perfect spot will be a fun adventure for those enterprising nerds to figure out. 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 |