Hello everyone! Welcome to the twenty-ninth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we’ve made over the past week! This week has been an amazing one, and my first with the RoVerse team! A lot of optimization, interior work, ship design, planning, brainstorming and coding has been going on this week, and a lot of refining has gone into what we showed off last week. As a reminder in case you missed last week’s newsletter, we have an official Discord server now! You can keep up to date with the latest news updates, chat with us in real time for questions, comments and concerns, and ask us questions that may end up in the newsletters! You can join our Discord server by clicking this link: https://discord.gg/JU2zTv3 This week, IdyllicDestroyer has made a massive amount of progress in optimizing the desert biome, smoothing out each dune and giving it a cleaner, more natural look. These dunes require an incredible amount of math to generate properly, and have been almost completely smoothed with the amount of work he has put into refining the algorithms determining dune generation. Just take a look at these beautiful dunes with this before and after comparison! Before: After: Galbotrix has been busy at work refining halls for the Industrial Station, starting with a simple design and evolving it to a beautiful and conservative design that is optimised and fitting with the overall theme of the station itself. It is amazing to see the progress he has made in such a short time span! Concept: First iteration: Final iteration: Main room: Meanwhile LordRex has been continuing his development of RoVerse's custom chat system, making use of the modular assets from the ROBLOX chat as a means to allow several different means of communicating with other players in RoVerse, such as Local chat for nearby players, and Long Range chat for the full server. You won't need to worry about spam either thanks to the native ROBLOX filters. It is mostly code at the moment, but it is moving along at a great pace and we expect to be able to see the first versions of it soon! Sae’Tzar has put a lot of work into designing a beautiful frigate, featuring five main weapon batteries and several smaller batteries for dealing with small craft, this ship is the ideal choice for the captain looking for the firepower to showdown with the bigger craft, while maintaining an advantage in speed and manoeuvrability. We look forward to seeing this beauty flying! RexClassic, one of our newer developers, has been busy at work this week creating a lot of the smaller props that will be seen dotted around on both the planets’ surfaces and the interior of stations, and has made a wide variety of props to increase variation. He has made some very lovely props inspired from a variety of games and concepts that will enhance the environment and create a nice ambience for each individual location, while providing great variety. We can expect many more props from him in the future. 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: Can mesh objects be submitted for ships? A1: Yes definitely, as mesh objects are much better for performance than unions. However, there will be specific requirements for submitted ships, such as markers to indicate gun and system locations. Q2: Will there be an in-game ship building area? A2: Unlikely, seeing as ROBLOX Studio already offers such a comprehensible building kit that can be easily used to create models for use in RoVerse. Most players on ROBLOX are very experienced with using Studio, so unless there is a large demand for an in-game ship building area in the future, we do not see much need for one. Q3: Will we be able to use ships on the planet surface? A3: Of course! Players will be able to fly their ships pretty much anywhere they want, that is unless you get shot down by angry locals of course. Q4: Can we put thrusters on planets to move them? A4: As interesting as that sounds, this likely won’t be in the game, since moving a planet would probably be game breaking!! Q5: How will stealth work? A5: Well, in space you will actually be able to hide from sensor detection of other players when you are hidden behind a spatial object, such as an asteroid. A large part of stealth for players such as smugglers would be avoiding patrol routes or regularly travelled areas. Having a powerful sensor array would be very important, as it would allow you to see other players on your contacts list before they see you. Most capital ships, especially military ones, will have the most long-range sensor arrays, as they have the mass and power supply to mount equipment that totally outmatches anything a smaller vessel can equip - so it’s very important to avoid capital ships when in enemy territory. On the ground there will be opportunities for sneaking into enemy facilities to sabotage the defences to aid an in an imminent assault. In order to do this you'd need to invest in stealth gear to go undetected by the defenders, however the disguise will only work for a certain amount of time and won't fool people up close. An alternative would be cloak gear allowing for temporary invisibility. These specialised forms of equipment are not only expensive, but take up space in your kit that could otherwise be used for personal defence or advanced assault gear. Q6: How will ships be transported to other star systems, and how will the crew be transported with the ship? A6: Ships will have a number of ways to travel between star systems - the most common way for colonised space would be through warpgates, these are extremely safe and reliable. These gates are built around wormholes by the government of the star system in order to stabalise it for safe commercial travel. In uncolonised space the naturally occurring equivalent to warpgates are wormholes, these are much more dangerous and unstable though, usually causing a large amount of fuel drain and wear on the ship. The least common and most expensive form of travelling to a different star system is with a warpdrive, which can only be mounted on a capital ship. These open temporary stabilised wormholes to a specified location for roughly 30 seconds, at which point any ship can enter until it closes. The distance of the destination defines how much fuel is required to open the wormhole. Q7: Do you have to build your own clan versions of space stations? A7: Yes, being able to design and build your own clan’s station is one of the main tests to show your clan has what it takes to be an original culture in the RoVerse world. If a clan is passionate enough about their ideology and theme to join RoVerse, then building a station design should be simple. Q8: Will people be able to buy personal servers to train in? A8: We don’t want to treat players above or below others because of their money, everyone should be given a fair playing field. However we will be more than happy to supply the clans of RoVerse with the facilities needed for training their members in. Q9: Will you be able to breach or board a capital ship in combat? A9: Yes you will! Though it may not be in the initial release of RoVerse, we definitely plan to have full ship interiors that can be boarded and fought throughout in order to either sabotage the vessel or take control of it. This will be especially useful for pirates who wish to commandeer warships for their own sinister deeds. We hope you enjoyed reading up on our latest progress! Let us know what you think on the RoVerse Community Discord server and remember that we are always in need of active talented scripters, so if you’d like to help don’t be afraid to get in touch with us through RoVerse_Official on the ROBLOX website! ~ Written by Vakhrushev ~ Edited by Vaktus Comments are closed.
|
Archives
January 2023
Categories
All
AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |