RoVerse Development newsletter #306
Hello everyone! Welcome to the 306th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week.
Alert the Dwarves! This week was all about mining, ores, and more crafting, including most of the work required for a crafting system demo that we hope to get out to the community soon.
We started off this week with a revision to the UI for the Fabrication terminal. You might remember it getting quite hideous, with lists of resources and textbuttons like it was a game straight out of the 2009 Robloxian past. But no more. We've given our first-pass effort at actually designing the interface now that we've got the basic requirements down:
Using strong vertical bars to separate the different areas of things you can do at that console, and making the most of scrolling frames, the first iteration was off to a great start. It had tick marks for the number of crafting ingredients required for each item, items were sorted into categories based on other similar items, and clicking any of them would open the construction menu with that item and its recipe selected. But we didn't stop there - further work was required, including adding a title, so you know what menu system you're interacting with, an exit button, to close the menu, and a background, for better contrast with the world going on behind the menu. We added a temporary console prompt to open the menu, further refined the visuals of the category titles, and made the code nice and modular, so we can open to any specific window on a whim.
It was then that we saw the incredible potential just barely out of our reach - creating a simulated system, with ores, mining, and a player inventory, and we could test out these crafting menus to their fullest extent. So we jumped at the chance, digging up save files that haven't been edited since 2017:
Turning these proof-of-concept ores into individual clusters that could be spawned wherever we pleased:
Adding on the new ores and minerals we've added since we made the originals, and making a generation system that uses a weighted random to place a variety of ores across the baseplate that hosts the crafting terminal.
And most importantly, adding a basic "mining" function that allows you to walk over the ores and minerals and have them added to your inventory.
And finally, connecting this inventory system with the crafting menu, so that when you select an item to craft, the number of that specific resource you have collected is displayed next to the cost.
There are just a few more things we need to add before we open this up to the public, so stick around until next week when we get to show those things off.
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 we get rail vehicles, conveyor belts, or teleporters to get us places?
A1: Rail travel is a potentially viable feature we could look into developing for planet surfaces, it's just a matter of constructing the rails between places you'd want to go. Conveyor belts are a bit weird as a method of transportation, but I believe they're beyond our scope both for players or for cargo - stick to using vwoop tubes for the time being. Teleportation in the RoVerse Universe is a very limited technology. It exists, that's for sure, but it isn't considered a viable way to travel the stars - perhaps because of some unknown danger. Shortrange teleports in Stations are used every once in a while, and zapping yourself from outside your ship into the cockpit is safe enough, but long-range teleports are only used in the most dire of circumstances, like when rescuing crew members from a destroyed vessel.
Q2: Are we expected to make the majority of ship interiors?
A2: Not at all. Interiors are always a non-required addition to any construction you and your factions want to do. If you want a place to chill out while your ship is at anchor, we'll hook up a way to teleport inside your ship into an interior server. But totally not mandatory.
Q3: Do you have to dock point to point with a station to complete a landing?
A3: Not necessarily. We're still trying to figure out the best way to do jetbridges to get from stations to ships of all sizes and shapes, so in the meantime it'll be proximity based, with the assumption that you used a shuttle service craft to make the final hop aboard.
Q4: Will docking at every station have a full-scale flying area outside before you land, like Hyperion?
A4: No, in that instance, Hyperion is special. Since it serves as the tutorial area for new players and we wanted to keep that seamless, Hyperion is in its own little pocket system that is entirely full-scale. For every other station you land at, you'll be docking immediately from space to interior. Allowing players to fly around outside a station would only lead to replication issues when that station comes under attack, if players are defending from inside the server, while others are attacking from the space side - it'd just get confusing.
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!
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Vaktus: Leader of the Vaktovian Empire and head of the RoVerse Project