Inside Unlimited Projects #19
October Monthly Report: Last month's collection of progress throughout the studio, presented to the community to see the progress we are making. N...
3 weeks ago read moreSaturday, 2 December 2023
In November, 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 Old Module team has been hard at work continuing development on the current AOT:P experience. The city of Trost has undergone a thorough cleaning and rebuilding by our lead builder, resulting in increased performance. Our focus on optimization has led to enhanced buildings and smoother client performance. The revamp of our maps concludes with updated locations such as the Northern Mountains, Wilderness #1, Royal Palace, Stentown, Kruger Estate, Ceremonial, Trainee Camp, and Ehrmich. The transformation of Karanese and Krolva marks the completion of this extensive revamp accomplished by the build team.
Switching gears to the New Module team, we've tackled crucial fixes to the Titan rigs that were causing animation issues. Due to a certain titan model whom we call "bug-eye" having well... bug eyes... created a challenge with the animation, making the titan's eyes go back into it's head as it ate a player. This was addressed by our animation, programming and modeller team. Another addition was an overhaul to the gore models, which allowed us to add player shirts to all gore models to display all player clothing onto body parts when they are consumed or smashed. Titan hairs have been integrated and adjusted for height, enhancing the visual variety of the Titan's we want players to experience. Work continues on Titan eye tracking. This feature brings the Titans to life with their eyes following player movements as you fly around them with your three-dimensional moving gear.
As we eagerly anticipate our Christmas Special, the team is keeping some exciting developments behind the curtains. Expect more revelations regarding Titans and 3dmg.
Shinobi: Project
Last month our team has been hard at work addressing issues and introducing exciting new features while preparing for future features. Let's take a look at last month's additions!
We've now added automatic rogue status for cloud members. An issue has been resolved where logging in the middle of a grip or with low HP during Player Disputes resulted in a 24-hour ban. We've re-adjusted trait rarities, providing a more balanced and strategic landscape for your ninja adventures. The vision mechanics of Yome eyes have undergone significant rework to offer a more refined experience. Additionally, the brightness of Chinoike eyes has been increased for improved visibility and aesthetics. We've also addressed concerns with the Cleaver spec to ensure it functions as intended, providing you with a smoother combat experience. NPCs will no longer excessively spam jumps, contributing to more realistic and engaging gameplay.
In response to player feedback, we've removed the VIP requirement for the 'checkxp' command, making it more accessible to all players. Similarly, the 'starttraining' and 'endtraining' commands no longer require tempmod permissions. Bug fixes and enhancements last month included advancements in preventing data failure/kick when encountering repeated reanimations. The team began adding sanity checks to avoid data failures and made slight adjustments to bear damage for better balance. Ramen memory leaks have been resolved, and quality-of-life improvements have been made to the tab menu. Bears can now block break, and a mute music button has been added to settings, along with miscellaneous setting tweaks for a smoother overall experience. Jutsu usage is now restricted during dives, providing a more strategic element to gameplay. The Kunai boss has undergone a rework, introducing new drops and improved respawn mechanics for a more rewarding encounter. The Uzumaki Barrier has been reworked as well. We've also tackled various issues, including fixing leaderboard discrepancies on certain maps, halving the 64 chakra drain, addressing the ability to block while casting, and removing Dark Cloak Armor from the game.
Looking ahead, we have exciting plans for the future. A major rework of characteristics and talents is in the works, which will increase the diversity and strategic depth of Shinobi Project. Overhauls to progression systems, clan-specific progression, and expanded overall progression options are also in the works.
We're also enhancing character customization, and will have a brand new character creator in the near future! We will also be introducing new bosses and craftable items, implementing a tutorial system for new players, and exploring changes to air combo mechanics for a more dynamic combat experience. There's even the possibility of introducing dungeons, pending readiness assessment.
Demon Slayer: Project
In the past month, our team has been hard at work bringing on new game features. One significant addition is the Gourd System, which allows players to level up their breathing level and capacity. The system underwent internal testing, enabling us to fine-tune the minigame mechanics for higher Gourd levels, ensuring a balanced and rewarding progression for players.
Onto the combat system, we've continued work on the rework for PvP combat, starting with the foundational mechanics such as taking out and putting away your sword. Progress has been made to remove the magical spawning of swords in and out of your inventory. The team has been focused on refining the process to make drawing and sheathing your sword a more visually satisfying aspect.
Additionally, we've completed the hitbox module, an important component that ensures precision and accuracy in combat. The team has also finalized the utility module which allows us to tween models more efficiently.
Clone Wars: Project
Last month the team underwent a reorganization, welcoming a new programmer to our ranks. The focus on weapons remains a top priority, and the team has been hard at work ensuring a comprehensive and polished weapons experience for players. Ongoing efforts have been made to refine weapon mechanics and weapon handling. Such questions were discussed amongst the team on how many guns can the player hold, what each gun weighs, and what weapon reloading should look like. These discussions aim to provide our programmers with all the needed features to create an intuitive and visually pleasing weapon system.
The animation team also began another revamp on weapon holstering and player animations. Each weapon is being examined to ensure accurate and immersive interactions. Such as making sure each weapon was holstered correctly, and that the player animation was grabbing the weapons realistically. Our lore team has also been hard at work crafting the narrative that will immerse players in the world of CW:P. A new wiki is in development, serving as a repository for lore that will add the world depth and immersion we want to bring to CW:P. The team is actively filling out details and creating lore that will intrigue players and add layers to all future lore events.
And that concludes this month's report! 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 taking a break due to the holiday season, so we'll see you in our January Monthly report!
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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