Hello everyone! Welcome to the sixty-third 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 exciting work on the planet front, with some in-depth information from Idyllic on how planetary engagements will work. We also have some updates from lordrex on the backend systems, and a new feature awaiting implementation to the lobby. Here we have the command view of a planet's surface, as seen by the ranking officers of a given faction. The surface is divided into a number of cells determining the ownership of the planet, the more cells you control, the stronger your faction's foothold on that planet. Each cell can be claimed by building a structure of some kind, from a simple comm tower for those out-of-the-way cells that aren't too important, a ground base for those locations you want to have some sort of base to work out of, either with ground vehicles or aerial ships, up to founding a city. To claim control of a cell from an enemy, factions will need to attack and destroy their opponent's claiming structures. This could be as simple as bombing a radio station, to attacking an entire city. These structures will form the focal points for territory conquest - when a faction claims the star system above, they must be sure to root out any local resistance from their opposing faction, or they may find a well-supplied counterattack the following cycle. From this view, a battle commander can view the units on the ground, in the air, and in the water, being able to direct their movements from afar. Similar to a real-time strategy game, but with actual users manning the units. Properly trained battle commanders, and troops that follow orders are a must for a successful ground campaign. "Squad Bravo, redirect course north to comm tower defense in cell 155." "We just lost a cargo ship in the area, expect engagement." "Squad Bravo here, orders received." In this view, factions can take stock of which areas of the planet are under their control, with their claimed cells highlighted, as well as viewing opponent territory. If no factions build any sort of structures on the ground, the cell remains neutral, a place for Pirates to set up a base to trade without having to worry about the contraband or taxes of a faction. At this time, the number of cells per planet has been set at about 300 per planet, providing enough cells to create interesting borders, without creating too many cells to claim that factions have to build a structure every mile. This, of course, means that for a faction to gain absolute control of the entire galaxy, from each of the 220 star systems to the surfaces of every habitable planet, they will have to capture about 330,000 cells of terrain. I'll definitely be impressed if anyone manages to pull that off, though the goal of capturing 220 star systems seems like the more likely victory strategy. Idyllic had quite a bit of fun this week developing the cell division strategy - while it may seem simple at first, it actually was pretty complicated. Rather than going with the easy route, and dividing the planet into triangular cells, which would be really simple, he went with the hexagon approach. The planets are built from a list of each point, its location, and its 3 neighbors, so to divide the surface into cells, he had to develop a system to trace out both pentagons and hexagons, without repeating or forming deformed shapes. After many, many errors and planet generations, he finally managed to get the system working late this week. Expect to see some more cool planet-related stuff in the coming weeks. Lordrex has some good news to report on the server backend front - all the important data has been transferred from the old VPS to the new one, and work has begun on some of the important systems. He has also been toying with an interesting feature that will make it easy for the developers to post update logs that become visible in the lobby menus, using trello to create cards and descriptions, and using HTTPGet calls and the trello api to gather the information about the update, the authors, the version, pretty much anything we want to show up in game. Over the past few weeks, we've been picking up some work on updating the Lobby server that was set up all those months ago, so look forward to a fresh set of guis, and lots more feature updates moving forward. 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: What are the Vaktovians to play in RoVerse? Will they be some type of galactic event? Or simply a large faction residing in RoVerse? A1: Vaktovia will be one of the factions applying to enter RoVerse, and will more than definitely be a foe to contend with in the game. The game is community driven, and we are determined to create a fair battlefield free from the problems of the current clan world, so you can count on us to not give them any advantages, even though Vaktus is leading the project. They will be a faction just like everybody else, fighting for control of star systems, invading planets, and having fun. Q2: What possible options will there be for grenade-like weapons? A2: While we haven't gotten that far on alternate weapons, we should be able to support a variety of the best scifi explosives out there, hopefully with cool effects to match. This isn't the 20th century, after all - if you're going to blow something up, might as well make it exciting. Q3: Will giant asteroid-devouring ships be a thing for miners? A3: That's one of our goals for the game. It remains to be seen how we'd go about building a ship that large... Might have to make smaller asteroids. 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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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |