Hello everyone! Welcome to the 128th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic and Lordrex have continued to work on the code for the Capital Update, with major strides being made this week in combining the two systems. Juszl has continued work on a brand new map, with some beautiful shots. We also have a new page on the website, dedicated to clarifying what assets a faction can, and should build before applying. This week Idyllic was wrestling with the fighter spawning function. In our previous demos we've shown plenty of shots of Capital ship modifications and launching those ships, but for fighters, the code already existed to take a table of turret and ship data and spawn that ship in the game for everyone, so it didn't make much sense to redo all that work. But that did mean that the complicated structure of fighter spawning had to be worked out. Idyllic now has a hand-written map of the data structure required to pass to the spawn function, and was extremely close to spawning fighters with custom loadouts straight from his menu system, but wasn't quite able to get that done in time for the newsletter. But the good news is that the menu system was nearly entirely drag-and-drop to add to the Update, with only one line referencing a camera point having to be edited for it to work. We highly recommend coding in such a modular fashion to allow ease of transfer, if working in the original file isn't an option. With the menus, effect, turret models, and ship models transferred over, what remains is the process of changing the code over from using the old menu system and limited fighter spawning code, to use the new, much more functional and usable system. Juszl has continued his work on the map we showed shots of last week, by adding wrecks of Capital ships and more rocks, as well as work on the station that will be the focal point at the center of the map. We're happy to announce that the time has come for us to go public with our Faction Build List guide, available here, which goes over the various assets factions are encouraged to build prior to applying to become an Official RoVerse Faction. It's contents are divided into three color-coded categories based on when those assets will be implemented into the game - the first, orange colored categories are for the Capital Update and Dogfight. Fighters, Capitals, Turrets and Effects will all be implemented soon, and will have specific limits and dimensions available the soonest. The second category, colored green, will be implemented in the Freeroam Beta stage, where infrastructure and civilian craft will make their first appearance. The third category, colored blue, will be implemented at release or the Planet Expansion, which gives you quite some time to plan ahead, and gives us time to design gameplay for that field. These lists aren't nearly comprehensive, we plan on adding to them as we move forward, both with more categories as well as more detail to help you in building these assets. Feel free to suggest vehicles in the Discord, we're always looking for more faction ideas to support. 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 terraforming? A1: There currently aren't any plans for any dedicated terraforming system in the game, though there is the possibility for limited trench-digging or similar, if it's determined necessary. Q2: Will fighters be able to hover in place moving forward? A2: Yes. This is space we're talking about, let alone science fiction and in the far future. We're not making a physics simulator here, we're making a fun and fantastic combat and exploration game. If it's tactics you're worried about, I recommend practice. Hovering will be an important mechanic when it comes to docking at stations or outposts, as well as when landing on pads on a planet's surface. Q3: Will there be lootboxes? A3: No. At this point lootboxes are a tired and lazy mechanic to try and suck money out of players. Skins and aesthetic changes are the only outright purchasable items, and I think directly purchasing what you want is better than trusting a 'random' system. Q4: Will we be able to find rare ship blueprints in the wild? A4: Potentially. This could add an extra level of interest to exploration, as long as its properly executed in a reasonable way - no finding a high-tech stealth ship blueprint in an ancient cave. Q5: High-speed trains on planets? A5: Potentially, but not anytime soon. If faction colonies are developing to significant size and faster methods of transportation than roads and vehicles, we could add faster options like elevated light rail, or even heavy rail for transporting cargo quickly across planets. Q6: Specific scientific or salvage ships to look through wrecks? A6: Any ships should be able to access some loot from destroyed ships, from electronics scrap to cargo drops, but the idea of a specific ship to collect more resources from wrecks than your typical combat ship is intriguing. Q7: Will there be any rewards for early participation? Free ship? A7: While we won't be handing out any free ships to large groups of people, there is potential for rewards for active participation, like providing feedback or bug reporting. Q8: Any plans for holiday events? A8: As a few of you might have seen on our wiki, there are a few events already in the planning stages, like a cross-planet death rally, and the annual celebration of RoVerse's inception. More details on these events will come later. To note, no events will change gameplay in any way, to keep everything fair - your long-planned military campaign won't be tossed because of a critical element of the game changing. 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 |