Hello everyone! Welcome to the sixty-first 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 made some more progress on city generation, transplanting the flat generation to an actual planet surface, with some new skyscraper structures created by Vitreus. We also have some more information about the galactic map, that has come up in the community channel this week. You may remember city generation from a few newsletters back. For that demo, Idyllic set up a procedural growth system that worked for a small, hand-made island of smooth terrain. This week, he spent modifying it to work in detecting the ground on a sphere, which is slightly more complicated. As of yet, it doesn't quite have all the features of the other version, as slope detection on a sphere is even more complicated, and FindPartInRegion3 doesn't work with rotated regions, so further experiments are required. Of course, this mock-up may be a bit on the heavy side when considering the density of the final cities, but it's a great example of how cool the city generating system can be even when given only a simple set of parts. A faction can build 8 or 9 custom faction-themed structures, and their cities will look perfectly their own. Here we've got a lovely view from the night side of the planet, and it appears the entire continent has been built up into a city. Quite the amazing feat! For demonstration porpoises, this planet has been created very much scaled down from their actual size, so don't you worry about planets this small with this many buildings on them. We've also had some questions asked about the galaxy map, what it'd look like and how it'd work. Below, you can see the almost-working model for the map, with faction territory mocked up. We fully intend to have faction logos appear over owned territory, showing just which faction owns what star systems, in the event of multiple factions with the same colors. And finally, we have the large Cargo ship that WhoToTrus was working on last week, but didn't quite have time to finish up. Next to a standard mining or cargo vessel, this large-volume cargo transport ship is the top of the line, able to transfer huge amounts of ores and minerals across the galaxy. But even the largest ships offer little in the way of defense, requiring a convoy or protection detail to avoid falling prey to wandering bands of pirates. It's been a rather light week, with several devs being incredibly busy with school, and some recovering from the recent weather, but I am here to say, we are all still dedicated to the continuation of this project. It may not seem like there's a lot to show off, but that;s only because we've completed a lot of the work that can be shown off, the rest is coding and other under-the-hood stuff. Stay tuned for more updates, we'll keep working as long as there's still a C&G community to develop for! 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: How will borders work? Will it stop other factions from entering your system? A1: Faction borders will be entirely open to whoever wishes to travel between star systems. Civilians using jump-gates, cargo transporters shipping goods from one end of the galaxy to the other, anyone can come through the gate. Border security is up to the factions controlling the star system. If they want to secure their space, apply taxes or confiscate contraband, they must host their own military security presence. Of course, things can then be complicated by alliances, allowing certain factions to bypass security based on a trade deal their leaders hashed out. It should be interesting to see how different factions handle it. Q2: Will factions be able to add a cloaking device to their ships? A2: A cloaking device is an interesting sci-fi staple that we would be remiss to not include in-game in some way. We haven't quite figured out how it'd work, or how to balance it so that everyone isn't just running around invisible, but there should be some sort of cloaking available, whether its exclusive to a particular ship, or a very expensive module. Q3: How will scanning for minerals or life-forms work? A3: Straight out of Star Trek, approaching an unknown planet and turning on full scans, trying to find out just what waits below. The format of RoVerse is a bit different from that sort of thing, but scanning planets and asteroid fields to get a rough estimate of the minerals and valuables in proximity to your ship could definitely be worked into the game. 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!
Anonymous
9/17/2017 03:10:27 pm
This is Roblox. If you use a map that size you'll be lucky to EVER find another player that isn't your friend. Games like EVE Online can use maps that size because they have millions of players. Please start thinking before you make something.
IdyllicDestroyer
9/17/2017 09:38:17 pm
Sure it may be large, but space is very large. Activity should cluster around faction territory, but we want there to be ample space for a variety of engagements, exploration, and mineral gathering. Don't worry, we've thought about this quite a bit.
Anonymous
9/19/2017 01:38:57 pm
How the hell are you going to get this to work without M A X I M U M L A G? Also, I think your yesman strategy when it comes to suggestions isn't going to be good for you dev wise.
Dr8Lucar
9/20/2017 08:28:32 am
They deal with the lag problem by scaling everything down very small and also separating each planet and system into different servers.
Anonymous
9/20/2017 01:38:22 pm
Scaling down models doesn't decrease the triangle count or alleviate stress on the server caused by poorly optimized scripts. If the game continues in its current state you'll be lucky to get a half decent experience in a server capped at 15 players.
IdyllicDestroyer
9/23/2017 09:04:28 pm
Don't you worry about the features we've been working on. If you think that we're saying 'yes' too too many things here, that's only because we focus mostly on the features we were already planning on adding, rather than saying 'no' to the thousands of 'interesting' features that people have suggested.
Blides
9/21/2017 09:28:56 am
Will we be able to invest in-game currency into corporations within Ro Verse?
Commenter
9/21/2017 09:33:27 am
@Anonymous - First of all, the scripts are not poorly-optimized; they are extremely well written. Have you played the RoVerse Dogfight Alpha? Second of all, this will all be spread across different servers, reducing the lag even more. Thirdly, fuck you for impersonating Vaktus to sound like you have authority. Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |