Hello everyone! Welcome to the seventy-fifth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week.
This week, our shipbuilders have been hard at work, the rest of our builders have been working on Capital Alpha maps, and the scripters have been hard at work on finishing up the Capital Update. We really wanted to get it out by Christmas, but we also hold fast to our convictions to only release things when they are absolutely ready to go. And since this isn't a race, we'll be putting in the extra effort to complete the Capital Alpha Update as soon and as perfect as possible. In the meantime, we're hosting a Tournament at the original Dogfight Alpha to find the best pilot in the galaxy. You may have seen the signup link in the last few newsletters, and signups have officially closed for the 2v2 tournament. Keep an eye on the Community Discord channel for the official Tournament Bracket to be released, and the competitions will be happening over the next few weeks. First up on the progress this week is the report from Skinny. He's been doing the initial designs for a new ship, as well as continued modifications to a nice environmental script he's been tweaking. He's also completed the meshing of the cargo ship displayed last week, with it cut into 23 colored and separated parts. We can't wait to see the next ship he is working on! Sae'tzar has been hard at work, this week finishing up a ship that has been sitting in the dry docks for a while now. This large ship is designed with a large hangar capacity in mind, with two large superstructures protruding from the side of the main body.
Classed as an XL Capital, and with a volume of 277k, this ship is a rather small ship for the class, but built to handle a ton of firepower. Expect to see this Titan in battle deploying fleets of fighters to take out enemy installations, while providing its own support from the numerous turrets lining its hull.
We'd like to welcome CraftSmashBuild to the team, he's taken up finalizing and improving the operation of Capital ships in anticipation of the Capital Update. He's made some astounding progress in just the few days he's been with us, and we can't wait to see the amazing work he makes moving forward. You can see a rough video of some improvements he's made, including a roll functionality that was glossed over in the previous version. Another special treat this week from Animula, releasing another sample of the soundtracks we're developing to make flying around the RoVerse Galaxy that much more immersive. This time, its a sampling of an ambient track, for when you find yourself cruising the void of oblivion all alone. You can check it out here: https://soundcloud.com/animula_musicdev/on-metal-wings?in=animula_musicdev/sets/roverse-original-soundtrack 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: Should ships being built by factions include landing gear? A1: Ideally, yes. Smaller craft, like any fighter, cargo carrier, or mining ship will be able to enter atmosphere and land on the ground. Larger ships, like Small, Medium, and Large Capitals may be able to enter atmosphere, but will have limited abilities when it comes to landing. So built-in landing gear of any faction style would be recommended. Q2: How will transferring between ships and stations or other ships work if there aren't interiors for everything? A2: For ship to ship movement, we're looking at a simple system of transferring the player automatically from ship to ship, with the camera moving between the two. There may be some sort of integrated delay, but nothing substantial. Ideally, moving between two ships wouldn't involve moving into the ship interior place, which is hosted in a separate server, walking down corridors and using hyperlifts, only to rejoin the original server in another ship, that just makes things too complicated, and less likely to work most of the time. For ship to station transfers, the station interior is the destination, so having the player transfer servers once, is a much better experience. Either through a docking arm connecting to a large ship, or a shuttle ferrying them into a hangar, ship to station transfers should be painless, as well as realistic. Q3: Would there be options to utilize space mines in order to lock down an area, or to assist in a defensive line around a planet, station, or area of interest? A3: Mines have been a planned mechanic since we first demoed fighters releasing them quite a few newsletters ago. On the logistical end, fighter-deployed mines would be better suited for fighter v fighter engagements, with the proper sized explosion to do quite a bit of damage. When it comes to Capital ships, though, a larger mine would be needed, probably by another capital ship, to do any sort of measurable damage. And we may be able to make them persist, at least for a while, to help with security, but we don't want them to be too powerful that you just jam 100 into a jump gate and taking out an entire fleet. Q4: What about mines attached to asteroids, or cloaked? A4: This is an interesting suggestion. Mines aren't just depth charges set adrift, being able to lock mines to locations, to protect mineral resource points, or just to hide a larger explosive next to a large rock, could be an interesting addition to using mines in warfare. Q5: Do developers get dental? A5: Only if they qualify as full-time workers and have worked 1,254 hours in the last calendar year. Q6: How will carriers work? A6: As answered several times before, prior to battle capitals can load up with a bunch of fighters, each 'stored' in the capitals hangar capacity. As players die and respawn in these fighters, the counts of available ships reduce. Since putting an actual hangar cut into the side of a moving ship isn't feasible, ships spawning from a capital hangar will spawn alongside the larger ships. Q7: Does galactic insurance cover space turkey related injuries? A7: I believe they will class such occasions as an 'act of god' and refuse to pay out for it. Q8: What are the concepts for land based weapons looking like? Bullet drop? Max ranges? Specific types of weapons, IE; Beam laser sniper rifles? Will we be able to make as many infantry weapons as we please? Will vehicles be practically impervious to infantry based weaponry? A8: A lot of questions in one there. Planetary combat is still in the planning phases, but we have a pretty solid foundation set out for it. It will be a mix of infantry, land-bound vehicles, and spacecraft, with each being afforded benefits that make them a requirement for a successful planetary campaign. Handheld weapons should have the same typing as fighter and capital weapons, from autolasers to plasma launchers to kinetic and explosive weaponry. There won't be any hard limits to the number of faction weaponry, only that the amount of work required of the developers to import such weapons be kept in mind, so keep it to a reasonable number. As anyone who knows anything about tank warfare in WWII, having an armored vehicle is a great plus, but they are by no means invincible. A well-laid landmine, or a rocket-propelled grenade in the right place will blow a hole through just about anything. From all of us here on the Development team, we wish you a Merry Christmas!
alexi says hi
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! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |