Hello everyone! Welcome to the fifty-sixth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week! Lots of cool new stuff was worked on this week, with progress from planets, ships, an update on the ground vehicle coding, and a sneak peek at some upcoming updates to the Dogfight Alpha! Unfortunately, its also getting to that point in the year where we start to lose developers to school, but hopefully they settle into their schedules and can rejoin us soon. IdyllicDestroyer has been hard at work on planets for several months, but most of it has been behind-the-scenes coding, optimizations, and other mundane aspects, but this week he's been working on something we've had a lot of questions about. Cities! You may remember the various questions we've answered about cities and planets over quite a few different newsletters, but I think its time we condense that into the actual newsletter, along with some cool pictures. Cities have been promised since the first RoVerse Trailer, showing an interesting cityscape on a river,with ships flying around. Since then, the planets around them have changed in scale and scope, to become something even cooler than was originally imagined, and the ideas behind cities has changed as well. Initially, they were to be static structures built at a much larger scale, akin to Faction stations. This, of course, would have led to a lot of repetitive, boring city layouts. But we can do better. Our ideas for cities has evolved from plug-and-play city models, to dynamic, growing, evolving cityscapes that can grow or shrink with a Faction's success and failures. Idyllic has been at work creating the system that grows cities from a single initial founding point selected by faction or planet leadership, into a bustling metropolis. Now cities don't just grow outward ignoring everything in its way. It avoids and passes around obstacles like steep slopes or rivers, it slows down when expanding into dense forests or other biomes, and its central core grows more dense than the outer reaches. This system incorporates most of these features, and there are quite a few more features still in the works to create truly unique places for clans to call home. No longer stuck to just defending a remote outpost, clan members can take part in the defense of their own capital city, where failure means destruction. You can see here an early version of a city growing procedurally, much faster than they will in real time. When generating cities quickly the system slows down, but the cities in RoVerse will grow quite slowly, relieving much of the strain on the server. While this demo shows the placement of single block structures, the eventual goal is to support a variety of different shaped and sized structures fit to each clans architectural style, to create truly unique cities on each planet. In the case where factions wish to include lore-specific buildings or landmarks in their cities, those would be placed manually in a similar way to the foundation of the city itself, demolishing as many automated structures as it need to make space for the new structure. Landmarks like a Senate Building or Temple or Palace, whatever sort of structure fits your clans needs, we hope to be able to support! Nearly the entire building team has been temporarily retasked to work on large capital ships for the upcoming updates, so there isn't much to show from that department this week. Now for some sneak-peeks at the updates coming in the next few weeks to the Dogfight Alpha! IdyllicDestroyer has been working on coding the new HUD for fighters and capitals that KidVeggito designed, making it work to show hull health, shield strength, as well as your ship's speed. Here's a demo of a ship taking Shield Damage. Creating guis in greyscale allows us to change any colors we want at a later point, letting us make the guis reflect teamcolor, or any other color combination we want. Two new additions to our team, SmellyPencil and TheFurryFish, have been hard at work creating all the extra features we've always wanted to add to the Dogfight Alpha, including a cool new ship selection screen! I can't wait to see and share everything else they come up with, the work they've already done is astounding! Stay tuned for more updates and an official release date for the newest updates! 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 cities have meters measuring happiness and faith which could decrease or improve productivity? A1: What a fitting question for this newsletter! We are looking into ways to dynamically vary the output and expansion of cities based on real factors, not just random numbers, and happiness might be an interesting idea to look into. If your faction fails in battle, losing several systems to opponents, it would make sense that your citizens would be a bit more wary of their situation, and their productivity would reflect that. Q2: If factions can provide original theme tracks, will they be implemented? A2: We will try to support as many assets that clans wish to submit as possible, if you'd like to create a faction-controlled space background theme or battle theme, we'll try our best to make it happen. I wouldn't go spending too much money on it until you're accepted, though. Q3: Will I be able to plant, grow and sell potatoes? A3: That's a very interesting suggestion. While initially we only plan on players mining and collecting naturally generated substances, there is the possibility we could support resource farming of not just potatoes, but crystals or ores as well, somewhere down the line. Q4: Will there be naval ships for naval or sea engagements? A4: While it's not on our immediate feature list, somewhere down the line we'd like to support a wider variety of combat situations, to keep combat interesting. Battles over a planets surface would get quite interesting if water-based vehicles were involved, but we'd have to figure out how to implement them in a way that isn't immediately outclassed by flying and space vehicles. 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! Don’t worry, we don’t bite!
John
8/13/2017 03:31:42 pm
Can people open up business up like restaurants, tourist shop, Walmart and more? Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |