Hello everyone! Welcome to the 125th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has continued his work on Capital Ship functions, this week getting back on to the more important functions - ship stats and shield damage effects. Juszl has also completed the Industrial Station, and we have some cool pictures of it with ships to show off. First up is Idyllic, with his work on Capitals. Quite a while ago we demoed shield effects made by Ved around a UEE vessel that served as a proof-of-concept for using beams to wrap ships in mysterious energy barriers, and now it has finally come time to implement that feature, both by adding the shield model to all the ships we have rigged, as well as adding the code that deals with hit marking and flickering the shields when damage is taken. Now the biggest challenge of getting this feature to work was working with numbersequence values for transparency. The flexibility of beams that allows you to make cool things out of them, also makes coding them to change more complex, but not impossible. The result was a satisfying flicker when you get hit, an energy burst where you get hit, and a nice fluid recharge animation when the shields cycle into recharge mode. And all fully color- and texture- customizable, to make it easy for factions to have their own style. Next up is a look at Juszl's completed Industrial Station - home to cargo processing and refining to drive your faction's war efforts. Don't expect to be able to build ships just because you have a lot of credits in the bank - in this war-torn galaxy collecting and refining resources is king. Deploy these stations tactfully, at key locations for resource gathering expeditions, or risk your cargo lines being attacked by enemy forces. Measuring in at around 850 studs square horizontally, this station is bigger than most ships available - which is important, since construction of a station is a significant undertaking that you can't just rush into blindly. Huge amounts of resources to be collected and delivered to the construction site, as well as defense of the station while it's being built means it comes at significant cost. You won't be able to drop in and build a station in a war zone, you'll need a nice peaceful server that is well-guarded to construct them. Featuring lots of nooks and crannies for Fighters and even Capital ships to fly around. As well as large cargo docks and storage containers for holding the vast amounts of resources these stations can process. Here we see the station in comparison to the Dogfight Alpha map, nearly as large as the whole thing! Other work this week included a wrap-up of Skinny's work adding windows to his XXXL, with quite astonishing results. Goes to show what going the extra mile to add the little details to your work can do. 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: Can you attack stations or outposts while they're under construction? A1: Of course. To prevent people from flying into a hostile system and dropping a station blueprint in the middle of your territory and leaving you with no alternative, attacking structures under construction will be possible. They'll get the same buffs completed stations do during a Factions' off-hours, but you'll want to put extra effort into securing and protecting the defenseless structure while your civilian cargo crews deliver the resources. Q2: Will you be able to harvest gas and ice? From gas giants? A2: Gasses are on our list of resources we want to include, to add variety to your resource-collecting options, but ice hasn't yet come up. Perhaps it's just a solid resource collected into your cargo holds, or maybe we'll require special hyper-cold containers to store it for your journey. Q3: If you get stranded on a planet without a vehicle, will there be any options for you? A3: I would recommend carrying a beacon with you, maybe someone will fly by and you can hitch a ride with them. Other than that, you'll have to walk back to civilization, or find a cliff to leap from. Q4: What is the volume difference between fighters and capitals? A4: There's quite a jump from military fighter craft to capital ships, to prevent any confusion down the road. The Bolitho, for example, is about 2000 cubic studs, while fighters are right around 1-3. Capital ships are all big enough to have hangar space to hold fighters, so there has to be quite a big difference. Q5: Will FTL within systems let you crash into objects? A5: Ships won't be able to FTL within a certain distance of certain landmark zones in a system, like around jump gates, stations, or planets, and must travel to the edges to engage their warp drives. The space between these areas will be less dense, and have no structures, but there will still be asteroids out there to avoid. I recommend hiring a talented navigation's officer to help you plot courses that don't intersect with giant hunks of rock floating in the void, as that makes quite the mess. Q6: How does security work in the rookie zones? A6: Think of them as peaceful areas for new players to get their feet wet before diving into the chaos of battle that will be the RoVerse Galaxy. It will be, at a basic level, a tutorial for how to play the game, that gets new players interested and get them wanting more, which will require taking a step out of safety, but have great rewards if they do. Q7: If a rookie joins a faction, will they have to travel to that faction's territory? A7: One of the key features of the game is persistent location - you exist in a physical place that doesn't change. You leave the game on a planet's surface, you'll be there when you come back. You need to get to the other side of the galaxy? Better settle in for the trip, or find a transport ship heading that way. No teleporting billions of miles in an instant. Q8: Do Fighters use the same weapon types as Capitals? A8: Yep, same base classes, from laser to conventional to plasma to railgun, but most of the time with a gimbal setup instead of a full turret. Q9: Will ship explosions damage anything in the area? A9: Unlikely. If we did, explosions would have to be very small and very close to the ship that's exploding, but we like Ved's gigantic flares a bit too much to go changing that now. Try doing damage with your weapons first, and avoid exploding altogether. Q10: What are the biggest issues you are working on overcoming with the Capital Update? A10: Many of the issues we had to solve for the Capital Update came from the Dogfight Alpha. It was rushed to production really quickly, and as such wasn't really coded to support the features we wanted to add to it over time. A lot of time was spent fixing that code to work with game modes and interchangeable ships and switchable weapons. Once that got done, the next biggest task was creating the Capital flight and weapons systems, and making sure it could support all the features we want down the line out of the box. 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 |