Inside Unlimited Projects #20
November Monthly Report: Last month's collection of progress throughout the studio, presented to the community to see the progress we are making. ...
3 weeks ago read moreFriday, 1 September 2023
In August, we've continue to make good progress on all projects throughout the studio.
Published by Drafter
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Attack on Titan: Project
Last month, the building team made significant progress on a Trainee Camp map set in a snowy biome. This new map is designed to seamlessly integrate with the training system developed for the New Module. Meanwhile, the Old Module team successfully wrapped up their work on the new shifters, ensuring they are fully prepared and integrated into the game for the upcoming breach event.
The New Module programming team has been steadily advancing towards completing the Freeplay mode, following a team restructuring earlier in the month. In addition, the team engaged in productive discussions on the most effective techniques for infusing horror elements into the new titans. This led to the incorporation of new gore models, the addition of blood on the titan's body, and the implementation of a feature that makes the titan's head and eyes follow the nearest player. These combined efforts result in an exceptionally terrifying and immersive gaming experience.
Shinobi: Project
Last month, our team's primary focus was on the successful launch of the latest update, which consumed most of our attention and efforts. We dedicated ourselves to addressing numerous bugs and introducing a plethora of exciting new content. Notably, we implemented clan progression systems for Uzumaki, Miyajima, Kamizuru, Yome, Houki, Oribe, Kazusuna, A, Chinoike, Yuki, Hozuki, Karatachi, Uchiha, Senju, and Hygua, enhancing the depth and engagement of the game. Our dedicated modeling team continued their work on crafting new items, completing multiple impressive armor additions to enrich the player experience. Additionally, they successfully finalized the design and animations for new creatures, including the Bear, Polar Bear, Snake, and a mysterious entity [REDACTED], which promises intriguing gameplay. The Visual Effects team accomplished significant milestones by perfecting the visual effects for various in-game abilities, such as the Water Gun, Sand Coffin, Shark Bomb, Sand Shield, Plasma Ball, Primitive World, Laser Circus, Landmine Fist, and Water Vortex. These enhancements will elevate the overall gaming experience. In collaboration with our programming team, we introduced a novel spawn system for dynamic enemy AI NPCs, a feature discussed and prioritized in ou tasks. This innovative system aims to provide players, both within and outside of permadeath events, with unique and rewarding NPC encounters, enriching their exploration of the game's vast world.
The Build team made remarkable progress in constructing the new [REDACTED], successfully completing all the essential structures for the initial phase. Additionally, the Modeling team extended their support to [REDACTED] by delivering a meticulously rigged [REDACTED] model to the Animation team, ensuring the seamless integration of this exciting addition. Multiple locations within the [REDACTED] also received significant attention, with ongoing improvements slated for the upcoming month.
Demon Slayer: Project
During the previous month, our team achieved significant milestones in our project. We successfully wrapped up the development of an entirely revamped user interface, encompassing key elements such as the new player HUD, inventory management, settings menu, tab navigation, and character creation interface. On the programming front, we also accomplished the implementation of the new region system, an essential addition to our module. This system effectively manages atmospheric settings, empowering us to curate the mood and music for each distinct zone within the game's expansive map.I t's worth noting that, as we transitioned into a new school semester, there has been a slowdown in the progress of DS:P. However, we remain committed to the project and will continue working diligently to bring our vision to life.
Clone Wars: Project
In the previous month, our team underwent several noteworthy internal changes. We welcomed a new programmer to our ranks, who commenced work midway through the month, contributing to our project's growth and development. The vehicle team achieved a significant milestone by completing a comprehensive overhaul of the Venator, effectively doubling its interior scale. This expansion entailed the addition of multiple functional rooms, including the shield generator room, armory, medical clinic, barracks, shooting range, vehicle testing room, enhanced hangar facilities, a moon pool, rallying room, and escape pod compartments. These additions were strategically designed to accommodate the needs of battalions stationed on Venators for extended periods, allowing for continued training while stationed aboard. Our dedicated UI team successfully finalized the new inventory interface, providing players with a streamlined means to manage items such as food, ammunition, and collectibles. Additionally, they crafted a new player heads-up display (HUD) that offers real-time information on the player character's health, hunger, and stamina.
The programming team made advancements in critical features, most notably the completion of the entire role-playing system. This system enables clones to execute actions such as saluting, being at ease, standing at attention, and helmet removal. Remarkably, this new system is fully integrated with our existing morph system, ensuring dynamic functionality across all character variations. Following the RP system's completion, the team embarked on developing a new gun system. This initiative involved our animation team creating a comprehensive set of animations required for various firearms. In a strategic decision, we opted to manage ammunition through energy cells, each capable of holding a specific amount of charge (ammo) for player use. This innovative approach adds depth to logistics gameplay, enriching the experience for military personnel within our universe.
That's it for this monthly report, we cannot wait to have you all play what we've been working on for the last few months. It's been no secret that development has been difficult for our studio in the last year, due to how ambitious our games are. If you are ever interested in joining the ambition of Unlimited Projects, reach out to us to push the Roblox experience to its limits! None of this would be possible without your support. We will be back with our September Monthly report in the next month!
Credits
Drafter - Studio Lead
Yuuki - AOT:P Lead Programmer
Loner60 - S:P Project Leader
Ser3rm - S:P Project Leader
23.ky- [REDACTED] Lead Programmer
Aspect - [REDACTED] Modeler
Traveler - U:P Animator
Evelyn - AOT:P Builder
Karma - AOT:P Builder
Exactly - AOT:P Builder
Tia - S:P Modeler / DS:P Builder
Polar - AOT:P Builder
Otto - AOT:P Builder
Vital - AOT:P Builder
Xaden - AOT:P Builder
Drify - S:P Builder
Jork - S:P Builder
XyPixel - DS:P Lead Builder
Tia - DS:P Builder
Clash - AOT:P UI Arist
Catalyst - S:P UI Artist
DisguisedDash - CW:P UI Arist
TheDiddler - S:P Builder
Lizardgucci - S:P Village Artist
LolguyRuski - U:P Animator
Prime_Slime - DS:P Gameplay Advisor
Zack - DS:P Gameplay Advisor
Kerrissh - DS:P/S:P Modeler
Scrumptious - DS:P/S:P VFX Artist
Preadator - CW:P Vehicle Artist
Our wonderful staff team and lore team
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