Hello everyone! Welcome to the 147th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic took some time to mock up a potential use for the recently-released forcefield material, added damage to torpedoes, and worked on localizing the ship-modification hangar. Stratiz also made an appearance, to show off his work with bezier curves for dropship animations. While we don't exactly know what mysterious powers we're messing with, the new forcefield material has some... unusual... properties that make it do weird things under specific situations. So we're going to exploit them for whatever they're worth. Idyllic put together a little demo of what shield effects could potentially look like for fighters. Using a special texture and a specialmesh, not a meshpart, a forcefield part produces this charming warble noise effects, though it is rather limited in its controllable properties, that may limit its use. On the plus side, no scripting or particle spam is required to create moving and breathing environments. We'll be exploring this further in the coming weeks, so let us know if you have any ideas or see any cool uses of the feature elsewhere. On the coding front, the miss... torpedoes shown last week now do the proper damage missiles are supposed to when they hit something, but more work is required to make them do area-of-effect damage with their explosion. This feature wasn't coded into the original Dogfight or it's refactor, so will be new territory. But we don't foresee this stalling a release - if needed we can update them later, as torpedoes are pretty unwieldy against small moving targets in the first place. Stratiz has been quite busy with his own game, Dedoxxed, but he is working on a feature that may find some application in the Planetary Update - Dropships. CFramed from the skies to the ground following an acceleration curve that sees them speed up, then slow down just before collision, combined with a bunch of cool visual effects all working together, these dropships are pretty cool, and we'd love to see them as a feature in RoVerse. The above gif also gave us a few ideas of how we want atmospheric planetary bombardment to look from the ground as well. One of the last few steps before the Capital Update Phase 1 is released is localizing the new hangar. When the dogfight was refactored, a hangar at player-scale was created with a walking animation and a weird interface, that was later scrapped for something a bit more functional. Instead of requiring ship models at yet another scale, the new hangar is at the scale of the ships - it just needs to be loaded and unloaded only on the client. Here we have a view of a ship being modified in the depths of space... Some unlucky pilot had to crawl out of his cockpit and bolt new turrets on in the middle of nowhere - just like changing a tire on the side of the highway. Just a reminder, you have one day left to collect all the eggs from the inaugural RoVerse Community Egghunt, get them while you still can! 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 broadside weapons and how will they work? A1: Yes, and exactly how you'd expect. Broadsides will be a subclass of fixed weapons, where they are mounted on your ship and locked into a single orientation, requiring you to maneuver your ship to fire them. Then, like any other turret, you can fire them. We may add customization allowing you to fire them with a hotkey rather than the default firing mechanic. Q2: Can a planet be split among several factions? A2: Definitely. Much like system, every faction can have a stake somewhere, but it is up to them to fight for majority control and 'ownership' of that system or planet. Q3: Can independent individuals control regions? A3: They may be able to control them, but they won't ever 'own' it in the eyes of the system. If people want to remain independent and prevent any infrastructure from factions from taking hold, they are welcome to defend their land. Pirates I expect will use this feature to their advantage. Q4: Will you have to take planets region by region, or will it fall at once? A4: Land invasions will need to move across the entire planet to uproot an owning faction, destroying or capturing whatever infrastructure they can. If their infrastructure is centralized in one city, they may fall in one decisive battle, but if not then you may have a campaign on your hands. Q5: Will planet type influence resources? A5: Yep. We'll be taking a whole bunch of factors into consideration for resources to keep it interesting. Rare planet types in the core worlds with rare resources may make it a strategic location. Q6: Will ships have a combat log timer? A6: Most likely, yes. Q7: Can ships stop in between locations in systems, say mid-warp? A7: Yes. Systems will be fully open world, so go out there and explore. Most will be empty or full of asteroids, so you might find a good place to build an outpost near rich mineral deposits. Q8: Can wrecks be stolen by other players? A8: Yep. Scavenging dead ships after a battle will be a viable occupation for those not into the relative safety of mining, hunting for a big reward for recovering valuable resources for capital construction. Q9: Will you take damage from asteroid particles or other small damage sources? A9: We prefer damage that comes from something you can see - a laser bolt from a hostile ship or a big rock you crash into, not a mathematical system generating random numbers and telling you you took damage. Q10: How do Capital turret sizes work? A10: There are 4-ish classes, Light, Medium, Heavy, Very Heavy, and each size increase is basically a multiple of the level below it - say a ship has 10 light turrets, rather than adding more and more until the game dies under the load, we replace, say, 4 light turrets with a medium on larger classes of ships. Exact numbers are still being worked on, stay tuned. Their physical size can be anything within reason, but we would prefer a slight size difference between the different classes in faction lines. Stats will be predetermined by some excellent math, but if faction builders have preferences let us know. 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 |