Hello everyone! Welcome to the thirtieth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we’ve made over the past week! This week, an incredible amount of progress has been made by all of our developers and a ton of great questions have been asked in our community Discord and group. We’ve had a massive amount of progress on biomes, with several being completed entirely this week. We’ve had a few ships and models completed, and a lot of background scripting in the works to ensure every system is completely functional. This week, Idyllic completed an absolutely ridiculous number of biomes, bringing planetary generation closer and closer to a reality! It is very exciting to see some of the beautiful biomes he has constructed, and it is even more amazing to see how well he has cleaned them in each version. The first biome he completed this week is the mountain biome. (A space turkey is somewhere in this picture, see if you can find it!) In the same day he managed to complete the Tundra Hills biome! And the desert scrubland biome! And the rough hills biome! As biome generation becomes more and more complete, we get closer to completing planet generation, which is something we are really looking forward to showing off and toying around with! This week Stefan has nearly completed the civilian outpost exterior, which looks absolutely amazing! It has a very clean style and I absolutely adore his work on the plating, take a look! Robusttitan has created a very nice concept for the factory building of the industrial base. The 'bases' will be the ground equivalent to the outposts of space. It looks very nice, and we look forward to a lot more structures from him to create massive player-owned base complexes! Last week, WhoToTrus did a lot of work on the corporate outpost factory interior, which looks very promising so far. We are looking forward to the completion of the interior, as well as much more work from him in the future! (I failed to include this in last week’s newsletter, apologies! ~ Vakhrushev) LordRex has also been busily working on the chat system this week, streamlining it to function properly with the modules ROBLOX has already included in the recent chat API update. Hopefully, we can get some pictures, and maybe even a video out detailing it sometime in the near future! Sae’Tzar has also been busy at work with the hull for a new ship he calls the “Iphigenia.” He has also gone back to his previous ship to further detail the armaments and make it a ship to truly be feared! Unfortunately, no pictures are available yet, but we are really looking forward to his future ships! 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/JU2zTv3 Q1: When will we know what models are required for a group to submit as assets? A1: When we're about a month before the release of RoVerse, we'll be posting an official thread detailing every step a group must take to apply to RoVerse. This guide will include all of the required build submissions, as well as those that are optional but highly recommended. Q2: Will there be group specifications for RoVerse and ways to prevent group-copies from joining? A2: Absolutely, it is of vital importance that every group which joins RoVerse is capable of what it takes to survive and enhance the game world in a positive way. The system through which groups join is entirely manually run, so no copy or sub-par groups will have a chance of acceptance. Q3: Will RoVerse have an official soundtrack? A3: RoVerse will have a great deal of in-game music, both for in and out of combat. This music may be uploaded as a soundtrack, though we would want players to experience it for the first time in-game so they can absorb the atmosphere properly. We aim to incorporate a lot of player-submitted music as well, perhaps even with player-run radio stations, which owners of shops and bars could play at their premises. This way the world will truly be able to come to life, a lot like how the Fallout games make such great use of radio stations to immerse the player. Q4: Will there be billboards or advertisements in space? A4: Of course! Running advertisements will be a big part of getting your factions or sub-factions known in the galaxy. Holoboards (holographic billboards essentially) will be used all across RoVerse, both for advertising, propaganda and news broadcasts. Q5: Will there be hunger, stamina, thirst and etc.? A5: This is a very interesting gameplay feature which can really ruin a game if not done right. There's far too much in RoVerse to make it a survival game where you're never able to have fun because you're constantly searching for food. However, with that being said we'd still quite like to implement physical stats for your characters in a way that isn't so severe that it turns into a chore, but rather to be something that brings immersion to a whole new level. We'd like to see space truckers stopping by stations to get a bite to eat at the on-board diner while their ship refuels, maybe sipping a beer and chatting about their travels to fellow haulers. Perhaps a specific player-owned restaurant could become famous across the galaxy for having the best space burgers around, or a bar where their signature beer is the most refreshing and energizing. Q6: When you start accepting and approving ship designs, will a flight system be given to clan leaders so they may make their ships flyable? A6: We'll be handling all of the scripting side of the game, so clan leaders won't need to worry about any of the messy details of making the ships functional and compatible with the game. By having all scripting handled universally, we can ensure that everything is as fair, optimized and secure as possible. Q7: Will we be able to own and set up stores in space? A7: Most definitely! As mentioned in some of the previous answers, players will be able to rent out property on faction stations and customise the space to create their own clothes stores, bars, gun shops, night clubs and more! Owners of these shops will need to stock up on the items they sell and can even submit their own designs to sell, similarly to official factions. A successful shop owner could even decide to open up a second shop on a different station and become their own franchise! Q8: Will there be a lobby before you enter the game so you may enter a party with your friends, if there is a party system? A8: There will be a login screen for your characters, however in order to join up with your friends you'll need to travel to the same location in the galaxy, as your characters' locations are all persistent. There will indeed be a party system where you can send an invite to friends or nearby players through the communications menu. Players in your party will be marked with a specific icon and will be able to use a party chat channel to communicate privately from any location. Q9: Will clans be required to use laser weapons, or will they be able to use projectile based weaponry? A9: Not at all! There will be many different forms of weaponry in RoVerse, such as kinetic, missile, plasma, laser and beam, each with their own advantages and disadvantages. We want to encourage clans to 'be themselves', whether that be through architectural designs or preferred forms technology. Q10: Will there be any drawbacks to using projectile based weaponry over laser based weaponry? A10: As mentioned in the previous question, each form of weaponry will have its own advantages and disadvantages. For example, projectile weaponry will be more effective against a ship's hull, whilst laser weaponry will be more effective against shields. When groups submit new ships, they also decide on the base stats of that vessel. So, some ships may be more invested into shield defenses at the cost of weaker hull. This makes outfitting your ship wisely of great importance, as well as encouraging the value of numbers with varied setups. Q11: Will planets be able to have artificial rings built around them, like massive shipyards and defensive arrays? A11: This is certainly something we've thought about and think could be a very cool goal for extremely advanced civilizations, along with some other mega-structures we've thought of. These features may not be in the initial release of RoVerse though, since it's not a vital part of the game. Q12: Will there be neutral zones that cannot be attacked? A12: This will be entirely up to the factions within the RoVerse world. We want to make the world an unrestricted blank canvas for clans to breathe life into. It's in this way that we wouldn't have any absolute restrictions that hold players or clans back, we don't want to interfere with the 'natural order' of the game world. So, if there were to be neutral zones, it would be because two clans made a real diplomatic agreement to not allow their militaries to enter those zones. Q13: What if a ship’s exterior is destroyed? What will happen to the players inside and how will the server handle it? A13: All of these features may not be in the initial release of the game, but our goal is for when a player's ship is destroyed, the pilot will be ejected into an escape pod (on larger vessels players inside will need to get to the escape pods before the ship's total destruction). The escape pod will fly like an extremely light and unarmed fighter, but if the pilot can make it to a station without being destroyed (or taken prisoner), they will get a large deduction from the cost of replacing their destroyed vessel. Q14: What are the chances of RoVerse ever being completed? A14: Joking aside - we're absolutely determined to see RoVerse through to the end, especially with all the support we've got from the clan community. We won't stop until RoVerse is a reality, the only question is when. Q15: How will planetary fauna work? How will they interact with players? A15: Animals on habitable planets will come in many different species, some will be generally harmless, whilst others will be extremely dangerous predators. Different types of planets will host different types of wildlife, for example you won't find grass-eating fauna on a desert planet. We aren't claiming to have infinite types of creatures, but we aim to make them as varied and interesting as possible with the way they respond to players and each other (for example, predatory animals will hunt weaker animals for food). Some creatures will be a lot rarer than others, and their hide or bones can be sold on the player market for a high price to those who want to decorate their homes with ornaments of exotic alien beasts to show off their wealth. Animals will also be able to be harvested for their meat, which can be used to cook special meals to gain temporary buffs. This is another area where a player could set up a restaurant for serving fancy cuisines, or a corporation which sells the meat to restaurants across the galaxy! We really hope you enjoyed reading about our weekly progress, and we are really excited to share these newsletters each week! You can support us by joining our Community Group! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! 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! Don’t worry, we don’t bite! ~ Written by Vakhrushev ~ Edited by Vaktus Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |