Hello everyone! Welcome to the fifty-ninth 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 got some neat new screenshots from environment building that Vitreus has been working on for the Capital Update, some boring scripting that Idyllic has been doing for planet generation, and some more information about capital weapons systems, and how factions can get in on the action. VitreusAeulous has been building environment assets for the variety of maps we've been working on for the Capital Update. Below, we have a cool city in an asteroid, a scifi staple. I can't wait to fly a fighter through the city, defending it from those who seek to destroy those who can't protect themselves. Or loading up a huge battleship and attacking the city in open rebellion that is full of pirates and low-lifes that threaten our way of life - however you'd prefer it. Planetary generation has been going quite well, with the exporter function performing excellently. Planets have been successfully generated up to 6 levels of subdivision. That's 10,242 vertices! Here's a demonstration of an icosphere in Blender with that many points. As you can see, it's not quite a high enough resolution for the mountains and plains of the planet surfaces we've been looking for. But it's not too low-res for us to generate some of the more broad features we'll be generating, like continent shapes and wind patterns. Higher-res planet features can be generated later, since they take quite a bit longer to generate. In other news, the Capital Update is still being worked on, but unfortunately it's been taking a bit longer than previously expected. Any of you that have seen the leaked version and know a bit about coding know that it's quite the messy system. Our two dedicated coders have been diving in, making sure that ship selections and gamemodes work perfectly and efficiently. But don't you worry, we're working hard, and it will be an awesome experience when we release it. Some of you may be wondering where our ship developer Sae'Tzar has been these past few weeks. The astute might have guessed that he lived somewhere around Houston, and with the poor weather around there recently, he has been otherwise occupied. Not only did he head out of town early to avoid the first storm, the past few weeks he has returned to the area with a boat, and has been rescuing those unfortunate enough to be trapped in their homes. Needless to say, it's quite wet down there, so we wish him the best, and look forward to his safe return. Now on to the part you've all been waiting for: Capital Weapons Systems Capital weapons systems are a bit more complex than the weapons available to fighters, that we've covered in newsletters before. Where fighters are limited to lasers, missiles, plasma, beams, and railguns, pending more types being added, Capitals can use a wider variety, each with their own benefits and costs. Weapons are divided into two categories - Primary Weapons that don't require ammo, just a power source, and Secondary Weapons that require the proper ammo to be used or fired. The Primary weapon types are Kinetic, Laser, Beam, Plasma, Missile, and Flak. For large ships, each of these types will need to be deployed to set turret mounting points for them to effectively perform in combat. If you set up a ship with turrets in the wrong places to properly engage the enemy, you'll find yourself in a fiery ruin of a capital ship in no time. The Secondary weapon types include Broadside Cannons and deployable mines. Broadside cannons find themselves most effective when you pull up alongside an opponent's ship, and need to fire a lot of weapons indiscriminately in their general direction. Deployable mines from Capital ships won't be exactly the same as their fighter counterparts, being more suited for taking out capital ships than fighters. The secondary weapon types won't be customizable to the same extent as the primary weapons types, acting more as a general ship system than a movable turret. In the coming weeks, we look forward to giving out more information on weapon types and styles, as we get closer to the Capital Update! 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 be able have atmospheric bombardments with non atmospheric ships? A1: Of course! Nearly all ships will be able to enter orbit, up to a certain size limit. From there, entering the atmosphere may be a drain on your shields, but bombarding the ground will be possible, if inaccurate. We can't allow just any ship to enter atmosphere, though, because some are just too large to fit. Q2: Will Space travel take a certain amount of time? A2: We want the galaxy that forms the backdrop to faction conflict to feel as large as a real galaxy full of star systems and planets should feel, if not to a realistic amount. We are aiming for a speed of transport consistent with sci-fi tropes - jumping from star system to star system takes a certain amount of time, but not an excessive amount, while travel in star systems is slowed down significantly. With jump gates constructed between systems, the majority of travel time will be based around loading time, how fast a player can load the new game, though we will try to keep loading times to a minimum. Q3: Will trees have physics with like wind speed and leaves moving? A3: I personally would love to have planets that realistic, and I'd probably get lost in an endless number of unique worlds if they were that cool. But unfortunately, a system like that would put a serious strain on either the servers running the game, or the computers of the people playing it. I might try my hand at it as a tech demo, but it probably won't make the initial release of the game, any more than a few particle effects of falling leaves. 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! 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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |