Hello everyone! Welcome to the sixty-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 been hard at work on a variety of fronts, from planet generation to inventory management to planetary atmospheres, on top of our usual progress on ship building.
Skinny has been taking a stab at designing some plant life to populate the numerous planets that litter the galaxy. We've been looking at two different approaches to the foliage that we'll be generating for planets. One option is self-contained meshes, like the ones below. The other option is modular pieces that we can procedurally generate into larger growths.
These fairly low-res plant meshes can then be distributed over the surface of a planet, with changes in biome reflected in slight changes in color. One downside to this method is the fact that you have to create every different plant type by hand, which could be worth it. Current plans are to implement a bit of both, with single-mesh small plants and underbrush, with larger procedural plants as 'trees.'
Here we have a lovely desert scene, and if all goes as planned, we might even be able to get the plant meshes to deform and sway in the wind, on high detail levels.
Vedrakkerous has been hard at work developing a new line of ships which have been affectionately named the 'ticks' in the community channel. With a weird, alien shape fit for a ferocious race of conquerors, this line of ships should hold their own in any fight.
He's also been working on another ship, of type unknown, as well as working with environments outside of the shadowmap demo, with equally impressive results. While they don't quite have the shadow quality that the demo allows, they do have quite a nice look to them.
In other news, Idyllic is still working hard on planets, with another demo completed - unfortunately, Roblox doesn't like uploading large terrain files to their servers, instead preferring to crash. But he did manage to get a few good pictures in beforehand, and I think the results were quite promising.
Here we have a low-res planet exploded out to full size, and converted from parts into terrain. Idyllic tried to convert the top half entirely to terrain, but that put the file size over the limit for uploading. But, it wasn't a total waste, as the process was a great proof-of-concept to help generate planets moving forward, as well as a good reminder to Idyllic to keep those file sizes low.
Lordrex has had a pretty busy week, but he's been working when he can on NPC management systems, and we can't wait to see what quality work he comes up with, to make those space stations feel like the real thing.
Mikey has developed a few more graphical assets for us to use, this week he's made some minor interaction icons and two new default corporation icons, for corporations to be determined.
If you haven't already signed up for the Dogfight Tournament, now's your chance to do so. You can find the form here:
And to give you a little extra incentive, the players on the winning teams will get access to an exclusive Excalibur Skin to add to their own ships when we finally release.
Winning teams will get to cruise the skies in their very own solid-gold Fighter, certified 14 karat gold.
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 there be a fuel system implemented on ships?
A1: Early on in the project we talked about implementing a fuel system in ships that would require them to refuel between engagements. At this point in the project, we're not too sure about a 'fuel source' specifically, but a more general need to return to a base to repair extensive damage and stock up on supplies of fighters or ammo. Ships will be limited by a power system to prevent constant use of things like boosters or other consumables, though.
Q2: Will minerals be restricted to a certain 'skill level' to be able to mine them?
A2: I think we can all agree that being locked out of mining certain minerals would really cut out of the realism, and any game that tried to do that would next serve you with a popup for a gamepass unlocking that ability. But we're not about that. While mining more valuable ores might take longer, or we might implement a purity modifier, you should be able to hit anything that exists out there with your pickaxe or multitool.
Q3: Will there be hidden, powerful weapons scattered throughout RoVerse, like infinity stones?
A3: I wouldn't want to spoil the fun of you travelling across the vast reaches of space looking for rare weapons or special items, so I'll just say that the idea has been passed around a few times, and I personally think it'd be a nice touch, as long as they weren't quite infinity-stone levels of power.
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!
Any fans of the science fiction genre on Roblox can join the Science Fiction Genre Discord and find other fans and developers like you.
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!
Vaktus: Leader of the Vaktovian Empire and head of the RoVerse Project