Hello everyone! Welcome to the thirty-fourth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we’ve made over the past week! This week, we've had quite a bit of work done in the background with a lot going into coding and planetary generation. Idyllic managed to nail down the planetary wind patterns, bringing us even closer to legitimate biome generation and hopefully complete planetary generation! He started this week with a planetary wind demo that looked something like this: He eventually calmed the wind down a bit, and got it to start working in an organized manner to avoid the complete chaos above. The wind started forming patterns like those shown below: Now the wind is completely reactive, and will react to changes made in the entire system dynamically. It is a very cool feature to know that each planet will have its own wind, and the way biomes are generated will be based upon the movement of air across the surface of the planet. We've even discussed the possibility of experiments on an aerodynamic system being based upon this clever system Idyllic made, but that would be something done post-release.
Unfortunately, we are starting to slow a little in development due to the increased load being put on each of us with most of our exams catching up to us, but we will still be sure to put out newsletters each week to stay up to date and make sure you guys know we are still alive! Most of our other modeling developers are already taking short breaks for exam study, and even I am starting to feel the pressure of exams coming closer and closer, but as the academic season comes to a close, we should start catching up and development should start moving a lot faster! 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 single beam weapons be a thing? A1: Raycasting lasers will be one of the simplest types of weapons available. The sci-fi staple of the laser will definitely be making an appearance in RoVerse. If you'd like more information about RoVerse weapon types, check out FAQ #22 Q2: Will there be hybrid ship-classes? (Ex. Cruiser with a carrier chassis and vice versa) A2: As far as I (IdyllicDestroyer) am aware, ships will be classed by size and armaments, which may allow for unique layouts of capital ships for clans. We haven't quite nailed down the specifics of capital ships yet, but the flexibility of classes is a must to keep warfare interesting. Q3: How will capital ships be bought? A3: Capital ships will be purchased at shipyard stations, or constructed at player outposts with shipyards modules. We are still working out the details, to ensure that rogue members of a faction can't steal a ship, but there will most likely be a way to assign a captain or commanding officers, who each have permission to take the ship out of the space dock. Factions will need to cover both the monetary and resource cost of constructing new ships, either through buying raw minerals from traders, or by sending their own teams out to scour the asteroid belts. Q4: How many people are needed to pilot a capital ship? A4: While piloting a capital ship like the Enterprise, calling down to engineering for a speed increase, would be rather cool, the limits of the Roblox system and networking capabilities would make that a challenge. Instead, Capital ships will most likely be piloted by one person, designated as captain, while others can dock their fighters in a hangar, for a ride out of the system. There is also the possibility that they could man the cannons, helping to engage attackers with the ships turrets, but only with the captain's approval. Q5: Will we be able to submit custom animations for players? A5: This would definitely be a cool feature to add, increasing the depth of interaction of players and the RoVerse universe, but would require a lot more work on our end, like moderation, and making sure they work at a small scale. Probably not going to happen for the initial release, but I would definitely like to see it as an eventual feature. Q6: Will we be able to fly seamlessly from orbit to a planet's surface? A6: As we've discussed before, planets and their orbits will be in a separate server, so functionally, you will be able to land a ship on a planet, or use your starship to explore the planets' surface. Leaving orbit, on the other hand, will involve passing the player back over to the star system server. Q7: How will scaling work in space and on planets? A7: To get such an advanced system to work efficiently, and to look good while doing it, we have scaled our fighters down to an extremely small size, allowing longer viewing distances and better performance, which have plagued other Roblox space games. Planets will be slightly larger, to accommodate players on the ground, and allows us to use smooth terrain, and keeps the default camera systems running smoothly, without near-clipping. Q8: How will mass planetary invasions be optimized? A8: Who joins what server will be strictly controlled, just like the star battles. We will do our best to set up a system that fairly distributes attackers and defenders, and matches firepower, so everyone has a fair and fun fight. There will be no ganging up on servers with two new players defending against an armada. Q9: Will there be an automated system to warn player's that their stations or bases are under attack? A9: In-game, there will be some sort of notification that a base is under attack, while discord webhooks might be a possible later feature. With major engagements, you will know each week which systems will come under attack, and can mount a defense, but minor skirmishes with pirates will be a surprise. Q10: Will clans be able to tax their citizens? A10: Factions will be able to tax their citizens, but it will be at their own discretion how much or how little that is. Funding a war effort by taxing goods will be important, but tax too much, and people may take their business somewhere else. Q11: Will RoVerse have microtransactions? A11: The foundation of RoVerse is a fair and free environment for clans to thrive in, free from the limitations of privately-held bases. From the beginning, we have been strong in our motivation to keep things fair by not offering a way for people to advance other than by their own hard work - working together as a team will be the only way to succeed in the vast galaxy, rather than pay-to-win that has been a problem with other games. The only possibility of purchases may be aesthetic, ships skins, or character models, but we will not compromise the game by locking 90% of the content behind a paywall. Q12: How do you plan on implementing so many things into RoVerse, considering that it is only ROBLOX? A12: We're bringing together a team of people uniquely qualified to test the limits of the Roblox Engine, and are determined to find creative solutions to problems that pop up, while also using our influence to push Roblox to add features that support not only our game-making, but benefit every other developer as well. Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |