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 moreWednesday, 1 November 2023
In October, we've continue to make good progress on all projects throughout the studio.
Published by Drafter
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Attack on Titan: Project
In October, we successfully completed the development of the gore module, AI module, and VFX module. These advanced systems will not only enhance our game but also serve various purposes, such as supporting 3DMG mechanics and missions in our free play mode. We conducted our first test with these systems, evaluating the initial movesets of the new Titans, in preparation for their integration into 3DMG combat.
As we move into November, we are excited to involve our Patreon supporters in testing the new Titans, gathering valuable feedback to refine our Freeplay mode before its official launch. Following the Freeplay launch, we will focus on finalizing the remaining tasks to deliver the highly anticipated New Module. This new addition will introduce an intricate character progression and creation system, where every decision you make will have a significant impact on your character's journey. Our team is dedicated to immersing you in our world, and the New Module represents our studio's unwavering commitment to providing the ultimate roleplaying experience. We can't wait to share all this exciting progress with you soon!
Shinobi: Project
During the past month, the team made significant progress in enhancing the player experience. One of our most notable achievements was the unveiling of the Land of Iron, a previously redacted location, which allowed players to immerse themselves in its unforgiving and perilous terrain. Here, they confronted not only the elements but also encountered what we'd describe as... formidable adversaries. Furthermore, the team worked on improving the game with more than 30 crucial fixes, improvements, adjustments, and exciting additions to both the user interface and gameplay systems. Among these enhancements were a entire revamp of the weapons system, the introduction of automatic talent progression, and the addition Clan Progression V2. Console and Mobile support has also been discussed within the team, and will begin shortly.
Also this month, our build team embarked on the development of three new in-game locations, expanding the world for our players to explore and engage with. Additionally, the production is underway for our next major release, [REDACTED]. This release is anticipated to provide players with a substantial content drop, reminiscent of the extensive mainland expansion we introduced at the end of the summer. These ongoing efforts reflect our commitment to delivering the best gaming experience that we can offer, and we look forward to continuing our journey of gameplay innovation and growth with you!
Demon Slayer: Project
Throughout the month of October, the Demon Slayer: Project development team, following a major restructuring, has successfully settled into its new rhythm and embarked on the comprehensive overhaul of our movement and combat systems. This endeavor saw a continuous exchange of ideas and methods aimed at efficiently addressing the intricacies of our combat system. The primary focus of our efforts has been the refinement of movement mechanics and katana combat, with the goal of creating a seamless and gratifying combat experience between two players. The gameplay team achieved a significant milestone by finalizing the initial draft of our character progression system. Notably, we have divided player progression into two distinct sections: Breathing Progression and Character Progression.
Breathing Progression centers on enhancing breathing techniques and breathing capacity. It includes the upgrading of existing breathing moves and the unlocking of new ones based on rank and level. On the other hand, the Character Progression tree offers players multiple pathways to customize their characters, allowing for a diverse range of play styles, including healer, speed, damage, defense, health, assassin, technique, welder, glory, and weapon. This expansive tree features over 35 unique abilities, with levels reaching up to 100 and unlocking new abilities every five levels.
Our build team has also made significant progress by completing the initial iterations of the breathing skill tree, where each breathing style aligns with a specific theme. The programming team has been instrumental in advancing the rework, achieving milestones such as dynamic field of view adjustments based on movement, implementing a sophisticated hitbox module, introducing the new RaycastHitbox module, and completing the first iteration of our enhanced movement system. We are excited to introduce our passionate and talented new team members, whose dedication are driving our project forward. We are excited to begin sharing further progress with you in the coming weeks as we work tirelessly to enhance the Demon Slayer: Project experience!
Clone Wars: Project
In the month of October, the Clone Wars: Project team experienced significant changes, with team member shifts and replacements taking place in the initial half of the month. Following the restructuring, which included the addition of a new programmer, we launched into our work, primarily focusing on the development of the weapons system. This endeavor involved extensive discussions regarding gameplay functionality, as we sought to define how guns and ammunition would interact with the inventory and looting of player bodies. We are on track to conduct an internal playtest of the new weapons next week to gauge their performance and user experience.
Simultaneously, our UI team worked on the character customization and traits user interface which finally reached completion in the previous month. This achievement was the result of collaborative efforts from our gameplay advisory team, who designed and balanced various statistics for both advantageous and disadvantageous traits. Notably, we categorized traits into two distinct groups: Clone and Jedi, providing players with the opportunity to pursue a path towards becoming a Jedi if they possess Jedi traits. We also continued work on refining the Venator, following a comprehensive overhaul mentioned in our prior reports. Our team is diligently addressing and resolving any remaining bugs to ensure a smooth and polished gameplay experience.
And that concludes this month's report, we cannot wait to have you all play what we've been working on for the last few months. If you've ever contemplated joining the developers of Unlimited Projects to contribute to our ambitious endeavors, don't hesitate to reach out. Together, we can continue pushing the boundaries of the Roblox experience to new heights. Our journey wouldn't be possible without the unwavering support of our community. We're immensely grateful for your dedication.
We will be back with our November 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
The Chef- CW:P Lead Programmer
23.ky- DS:P Lead Programmer
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
nobodygivesacrap12 - AOT:P Builder
Orange - AOT:P Animator
Jork - S:P Lead 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
Combine - CW:P Gameplay Advisor
AleisterCross - CW:P Gameplay Advisor
Ahmed - CW:P Gameplay Advisor
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
Thank you to our Patreons!
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