Hello everyone! Welcome to the twentieth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! Things are really picking up this week! We've hit twenty weeks of development and have just made a massive leap in script production with the arrival of a new scripter, Firebrand12, who brings much-needed activity to the job of ship scripting. Almost all of our scripters have been so occupied with studies that progress towards the Dogfight Alpha's release took a big hit, but now that's changed and we're kicking it into overdrive! In only a week, we've added multiple features to the flight model, including afterburner speed, improved projectile physics, refining core code and finally integrating rotating gun mounts for starship weapon systems. Lordrex12345 has been very busy getting a head start on our custom communications menu and chat system, which will give players 5 choices of channels to broadcast on - 'Local', for anyone in the nearby vicinity and in sensor range. 'System', for everyone in the same star system. 'Direct', for privately messaging a specific player or your current target. 'Group', for anyone currently in a wing/grouped-up with you. Your game will default to showing any of these chat broadcasts you receive along the left of your screen, however you'll be able to select specific channels if you only want to see messages received on that channel. Each of these chat messages will be colour-coded to make them easier for players to recognise what channel they are being broadcast on. Along with this chat system will be an entire communications menu where you can both view chat history, select broadcast channels and also add friends to a list for future direct communications! Meanwhile, Ninja has continued to blast through ground combat development, most recently adding an object pool system for bullet projectiles, greatly increasing performance. Opacor has continued work on the extensive core MySQL database coding and integration of travel between the servers of the persistent multi-world universe that makes up the physical map of RoVerse. Our team's progress doesn't stop at scripting either, we're continuing to steadily complete the building portions of development. Building work has shifted from focusing on outposts now to interior work and shipwrecks for the Dogfight Alpha's initial release map. Real world conditions are still an issue as always though, this week ArcticCitadel has had to temporarily pause building due to his PC no longer being able to run ROBLOX Studio without freezing so he won't be able to work on anything until he can pay to get it fixed. IdyllicDestroyer will also be unable to work on the outposts until the start of December, as he's now part of a school project to redesign a local museum and meet their state governor, so we wish him the best of luck! But don't fear, as despite two of our main builders being unavailable, the rest of our builders are working extra hard to make up for it! The most noteworthy building progress being the outpost interior work done by Insentious, with the first portions of the industrial Operations module looking very promising: As well as the interiors of the arms that branch the separate modules of the industrial outposts: With all the starships we need for the Dogfight Alpha constructed, HeroMaster has spent the week making minor tweaks and performance fixes to previous designs. Next week he'll be moving on to designing new shipwrecks to fill up the graveyard map of the alpha. Before Idyllic had to divert his free time to focus on his architecture project in real life, he managed to gather just enough time to finish the last module of the military outpost variant: Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall, so be sure to join if there's something you'd like to ask about RoVerse: https://www.roblox.com/Groups/Group.aspx?gid=2948290 Q1: Will there be a different flight schemes for capital ships since they are heavier and move slower or will it be like the small craft flight scheme in the dogfights? A1: Of course! Capital ships will have an entirely different play style to fighter-class vessels. Whilst fighters use gimballed forward-firing weapons, capital ships are much too sluggish to always point towards their target, so to compensate for this they rely heavily on massive fully-rotating turrets similar to real life warships. A great deal of capital ship combat will be fought with powerful broadside bombardments and flak barrages for dealing with smaller attackers. Fighter combat is mostly a matter of a pilot's skills in flying and aiming their shots, however capital combat is much more strategic with tactical plans of attack being crucial to victory. A big part of capital ships in RoVerse is that they play very specific roles, big vessels like battleships are for killing other large capitals with their massive weaponry, but their guns are much to slow to deal with small ships like fighters and bombers. Then there are smaller more nimble capitals like frigates or corvettes which don't have the firepower to take out battleships on their own but possess just the right balance of resilience and agility to be the perfect escorts for large capitals as well as being able to act as lone patrol ships. Capital ships are very expensive to own, both in terms of maintenance and the repair bill should you not make it back to port in one piece. Most capitals, mainly the larger classes, can only truly be played as part of a fleet of other capitals with an organised set of escorts and line ships. This is in order to ensure each type of capital is being protected from its weaknesses and is free to focus on using its strengths. Q2: Any way I can incorporate my somewhat Modern Military group into RoVerse when it comes out? A2: If your group doesn't quite fit into a sci-fi setting then we'd advise that you wait a while until we eventually release the expansion for RoVerse that adds content for other eras. A similar question to this was asked about a month ago regarding a western-themed group, we told them the same thing. We don't want to force people to change their clans to match the space theme, we very much want to give everyone a place in RoVerse to live, whether that be a medieval kingdom, a modern country, a tribal village or a WWII inspired nation. It will take time for us to add support for these other eras which will exist on restricted planets that contain other groups of the same era, but we believe it will be worth the wait. So please, only submit your clan to join RoVerse when it comes out if you're actually happy with it being a sci-fi clan. If you have any dislike for your clan being in a space theme then you should look forward to the era expansion instead. Q3: Will character looks in RoVerse be separate to that of your ROBLOX character? Will it be optional? Also, for clans, will there be a set character 'soldier' look that automatically takes place on players within a clan if the owner sets it that way? A3: Yes, when you first join RoVerse you will get to design the appearance of your character, customising features like tattoos or aesthetically implants. Your character will start off with a standard outfit, as you earn credits you will be able to spend them on purchasing clothing, when you're not spending the credits on new ships or weapons of course. We want to make players feel truly immersed in the world of RoVerse, enhancing your character and expanding your wardrobe as you master more of the world will play a big part in that immersion. Groups in RoVerse will be able to design and submit outfits and hats to sell at their stations, they will also be able to designate specific uniforms for specific careers, such as police or military uniforms. Players who then join that power's police force or military will be provided that uniform for free, for as long as they are in that career. Q4: How advanced will ground combat be? A4: Ground combat will be similar to popular ROBLOX FPS front page games, such as Phantom Forces, however the main difference from those games is that there will be a toggleable over-the-shoulder third person view for players who prefer it. Q5: What are the kind of variety in weapons you will have, and will you have special items like grenades or bombs? A5: There will be several different types of weapons in RoVerse, ranging from pistols, to shotguns, to snipers, to assault rifles, to LMGs. There will be plenty of civilian weapons available on all stations when the game releases, but a great deal of variety in weapons will be down to the different designs that clans will submit to the game to arm their nation. Gun submissions will go through a specific process for entering the game where clans will be able to tailor the stats to fit their play style whilst maintaining balance (think Fallout character creation). Q6: Can larger factions make sub factions that are allied with that larger faction? A6: Yes, sub factions will be able to ally or make enemies of the main factions. This will be especially useful for clans that wish to set up state-owned agencies or corporations and benefit from the use of outposts. That's it for this week's newsletter, it's been a great one and we'll be working to bring you more good news next week! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |