Hello everyone! Welcome to the 303rd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, we further developed the questing system, making it modular and easy to expand, and we took a stab at version 1 of the crafting and resources system. Last week we left of the questing system with a few simple crime interactions. Next up on the to-do list was making those individually functioning interactions into a modular quest system, complete with a quest board, the ability to pick up a mission, and exclusivity in completing that quest to the person with that specific mission. What this led to was quite a bit of code working behind the scenes to make all these features function. What they also allowed was the addition of a few new interactions - like the report crime button. Neutral players who have a quest to report criminal activity in the station, will get a popup button that appears if they were within range and had clear line of sight on crimes underway. While they won't pass out like in the gif above, they will do a short point animation, before the crime and its location is reported in chat. Using a fantastic modulescript called ZonePlus, the location of a crime is entirely accurate based on the location of the crime. We'll be able to preset the shape of each location ahead of time, and use that info to keep track of where players are, and report where they are when crimes happen. The crime board is quite simple for now, but quests will be sorted into locked and unlocked categories based on the level of the player who is looking at it. Clicking the arrow picks up the quest and removes it from the available quests list for other players, and triggers dialog instructing you on what to do to complete it. With all this complete, we present to you the first complete (and reported) crime using the new system. With crimes well underway, we thought it was time to take a look at another important area of the Station. Mining resources and turning them into useful stuff will be a key aspect of the game, far exceeding the limited reach of the Hyperion reputation system. And so, we made a list. A very comprehensive list of everything we have ever wanted players to be able to craft or collect. We even dug up some really old crafting tree ideas we'd written down but had set aside for their complexity. And we combined all that into the official list. This list, in Google Sheets format, is the official items list. It has item index values, credit values, and what items it takes to construct that item. This data is all compiled into a table that we can copy and paste directly into a modulescript, which can then be read from by the crafting system, the interface of which you can see below. Every item on the list is compiled into the scrolling frame on the left - a temporary feature, until we finish the crafting tree layout). Clicking an item brings up the other two panes - one showing the item, a description, the value per item, the maximum number you can afford to craft, and the time it'd take to craft the quantity you have selected. The right pane shows all the constituent parts you'd need/already have to build the quantity you've selected. We're still working on the scale of the textboxes, since those look quite terrible, so don't worry about that. The important part was that we can import an item list, and break every item down into its recipes. Now we just need an inventory system and a way to collect minerals, and we'll have players cranking out explosives, I mean structural frames, in no time. 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: Can we rig our stealable vehicles to explode when someone steals them? A1: There will be alarms on vehicles that can go off and alert you when someone's trying to steal your stuff. However, we don't have any plans to make your stuff explode if they do manage to steal it. Q2: Can we disarm explosives set to explode when you steal something? A2: I think it'd be a nice feature to have to be able to disable laid explosives if you notice them before triggering them, but we'd have to look at how that feature works when we get to making explosives in the first place. Q3: Can we rig explosives to explode when someone tries to disarm them while trying to steal a vehicle? A3: Uhhh... Q4: Can we disarm explosives set to explode when trying to disable them exploding when someone tries to steal a vehicle? A4: Ahhhh! *head explosion noise* 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 |