Hello everyone! Welcome to the ninety-fifth issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic has continued his quest for the ultimate pew, with updates to the Auto-turrets Anti-Air gun effects, and scripting work on Vertical Launch System missiles. Lorenzo also got some work on a new capital ship. First, we have the updates to the Anti-air guns demoed last week. Last week was all about making the projectiles move and fire from the barrel, so the effects dropped in were simple particle emitters that honestly didn't look that good. So Idyllic took some time to upgrade the effects. Coming to you in glorious 60 fps to capture all the visuals, are two short videos showing the anti-air turret attached to a vehicle. The effects will work very similar in space, just scaled down a bit and without the gravity component. Now the bullets look like they're moving as fast as they're actually moving. Much better in my opinion. Up next on his list of weapons needed for the Capital Update were the VLS missiles. This 'turret' doesn't rotate or aim at your target, instead, missiles are fired in an arc away from the ship then guided towards the target. We are planning on several different types of missiles, from simple point-and-click unguided missiles that are cheap and effective for stationary or large targets, to a guided missile variant that's a bit more expensive, but better for chasing down those elusive targets, like fighters. The third type would be a bit more specialized - firing a volley of missiles to bombard a general area. Finding its best use in planetary combat against widespread or stationary targets, launching a volley would significantly lengthen reload times, but if you hit your mark you should be fine. Featuring opening doors, 8 missile loadout, and a firmly mounted launch platform, your fleets will be able to rain destruction on all those who oppose you. Along with the pretty stuff, there was some important coding on the rest of the update going on behind the scenes. Adding in states for planned and future features, adding support for the new missile turrets that have a slightly different format to Lorenzo has been hard at work on the newest addition to our growing fleet of widely-varying Capital Ships. While not quite to the christening stage, the results of his efforts are looking quite good. We can't wait to see this ship cruising through the stars. 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 single non-PVP zone, or several smaller ones scattered throughout the galaxy? A1: In the past we've mentioned some safe zones for new players to get accustomed to the game without worrying about factions claiming their cargo or pirates stealing it. There will be several 'systems' that are not marked on the current map scattered around the galaxy just for this purpose, though trading exclusively in these systems won't be all that profitable. Q2: Will there be stations designed for combat, or just the 4 supply types in the Stations video? A2: We have to walk a fine line between automating stations to the point that they become the best weapon, and their intended use as a supply point that has to be protected. If you're looking for a structure to fortify a location, the military outpost would be your best bet - smaller than the giant supply stations, and more easily defended. Q3: Will faction devs that submit ships and weapons be able to write lore that appears in a description panel when purchasing the items? A3: Definitely. If the developer puts the effort in to deepen the lore of both their work and RoVerse, we'll do our best to include in in-game. Not everyone has time to go look at the wiki. There will of course be moderation of both the designs and the lore. Q4: Will ship hitboxes be cubes, or will it more closely follow the shape of our ships? A4: The Dogfight alpha uses a standard ship, and all the planned fighters were smaller than one cubic stud, so simplifying their hitbox to a cube was efficient and simple. Since then, we've been updating our work to take into account different shapes and sizes, most notably on the capital ships where tiny fighters will be flying up and around them. With the eventual meshing process, we should be able to reduce detail slightly to create a mostly accurate hitbox for all types of ships. 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! Comments are closed.
|
Archives
January 2023
Categories
All
AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |