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, 2 February 2024
In January, 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 January, the Old Module team continued working and supporting the current game and its lore. Adding necessary features and content for upcoming lore events.
The New Module team achieved significant strides this month with the addition of our new programmer. A overhaul of the Titan model demanded a rigorous rework, resulting in a complete reanimation of the models. The magnitude of work to accomplish this task cannot be overstated. The Freeplay mode in the New Module has undergone a remarkable transformation with a load of new feature additions. Our new 3DMG skills have introduced a dynamic range of moves, including Gas Jumping, Ground Sense, Dodges, Blade Throw, Horde Clearler, Arms Dealer, and more. These additions promise an exciting and an adaptable gameplay experience. Our aim with these abilities is to allow players to devise unique and interesting methods to kill titans in whichever way they please. All the 3DMG abilities showcased in Freeplay will transition into the Permadeath game as learnable traits. Traits serve as the fundamental elements shaping your character in the New Module. Our intention is to ensure that players are not only rewarded for their accomplishments, but that these rewards come as tangible, gameplay-defining changes to their characters, instead of just lore considerations.
3DMG Wall running has been added and is fully functioning, we also demonstrate the dodge 3DMG skill, and you can see a demonstration of it below.
Wall running is still a work in progress, and will undergo playtest by the Patreons for balancing and further improvement. The Character Customizer, which we have shown before has been made fully functional within Freeplay, and will be used in the Permadeath game as well. You can see a demonstration of it below.
We intend to continue to add more player accessories, and want to have Freeplay-specific accessories that you can unlock in our Freeplay mode and use in the Permadeath main game mode, adding a meaningful connection between the two modes.
Titan killing has undergone a substantial change to enhance the overall gameplay experience. In Attack on Titan, the precision and speed at which you swing your blade at the titan's neck is essnetal to a successful kill, requiring both speed and strength to penetrate the super-strong nape. To align with this concept, titan killing is now intricately tied to velocity. A player achieving 1,000 nape damage will trigger an aura around them, accompanied by a buff reflecting the significant damage inflicted on the titan's nape. Any damage surpassing the 750 threshold will result in a complete decapitation, akin to the impactful scenes depicted in the Levi "No Regrets" OVA. The implementation of this system will undergo testing by our Patreons, ensuring a seamless and gratifying titan-killing experience, without introducing annoyance or compromising gameplay.
Moreover, as players successfully eliminate more titans, blood and steam will gradually coat their blades, 3DMG, face, and entire body. Similarly, titans will accumulate blood across their bodies as they consume more players, offering a visual indicator of the number of victims they have devoured.
The gore system has been fully implemented, with only a few bugs with the arms being rotated the wrong way. The vision for AOT:P has always been to bring in many horror elements, and we believe this brings that idea to life, as you can see below.
Finally, the Beast Titan boss AI is nearly complete, this will be used in one of our epic Beast Titan missions that players will be able to play in our Freeplay mode. We are making tremendous progress, and are excited to show you more in the coming weeks!
Shinobi Project
Last month, the Shinobi Project launched our 1.1 update, building upon the great foundation we set in the new S:P overhaul we launched late last year. This update included our new Talent Rework, creating 5 Paths unlocked at Chunin, Paths such as the Path of Ninjutsu, Path of Medical Ninjutsu, Path of Taijutsu, Path of Genjutsu, and Path of Kenjutsu were all added. Alongside that, there are 3 Wills that can be unlocked at Jonin. The Will of Yin, Will of Harmony, and the Will of Yang. Each Path/Will has specific abilities and attributes to them focusing on different playstyles. Certain clans have certain abilities depending on the Path you take. You unlock talents via Permadeath attendance or performance in a Permadeath event. When you get a talent you pick from a roll of cards. You can either pick a card, burn a card or deny a roll. We are intending to add more ways to give player talent rolls, and we are not ready to share what we have planned currently.
Shinobi Project also saw the introduction of the new Character Customization/Creator, something that was very much overdue. We plan to continue to build upon this feature in the coming weeks.
New Armors were added that players can gain from bosses, new talents that players could progress were added, and alongside that, we added Rogue Progression as well. Air Combat has been tweaked and should not longer be able to "fling" out of an air combo as easily as before. Parrying was Improved, new emotes were added, a sweep of QoL and bug fixes were completed, new staff tools, new V2 moves, Revamped Senju progression and over 20 articles were added to the Wiki, including all clan progressions so that no player is lost when jumping into the huge world of Shinboi Project. Controller support was 80% completed, and you can see all the controls that are currently functioning for it here.
We also saw the introduction of a new creature, the Golem, which was added to the Land of Iron. This Golem builds upon our new creatures system that we want to continue to add to, setting certain creatures around each part of the map, to drop certain items/content that players can grind to build/craft their characters and craftables.
The build team has also been hard at work on new map/content additions for the ongoing lore. This map is significantly different from our usual style, and we can only share one small sneak peek of one of the many locations.
While this covers what was done in the last month, there is still lots of content to be added, and we do not want to spoil any of it to you guys yet... but something very special is to be added soon, one of the hardest challenge a Shinobi will face...
Demon Slayer: Project
Continuing off our first demonstration of the intro cutscene to DS:P at our Christmas Special, the team continued work on the combat system and fight between the Intro demon. The goal is to get this into a very polished state, allowing for the first closed playtest with content creators to show off the awesome stuff we've been working on. Alongside progress on the combat, which saw additions such as parrying, block breaks, and reworked VFX's, we also continued to make progress on the Swordsmith Village. Work on the terrain is still ongoing, but most buildings have been complete.
Work will continue into next month on completing the new player expereince, with a video on that to be shown at a later date.
Clone Wars: Project
Last month CW:P saw a significant change. Shifting scripters once more, we've finally settled on a new programmer. It has been no secret that it has been tough for us to find a dedicated programmer to take on this monumental project, but with our new scope reduction, we believe we can deliver this project much faster. Due to the sheer size of the game (our largest project yet), we've decided to focus on the essentials to get the game into your hands as soon as possible. The focus currently is the Weapons System + Utilities/Inventory + Character Creator + Clone Movement, Droid/Enemy AI, and our Admin System. Once we reach this state, we will launch the game to the public into Early Alpha, and begin our lore.
Currently, we've already designed and fleshed out how the new gun systems will work. The old gun system utilized a Gun handler object instanced for every gun entity, taking a config module specific to that gun. The abstract tool handler class was easily referenced from the client and server activation function within the tool handler which determines tool activation functionality from an “item data” module and reads the gun’s configurable data from a module compiling all the weapon stats. This is how the old gun system worked.
In the new gun system, rather than reading from a config module inside the tool, all weapons will read their data from an “Item Data“ file including the functionality of when the item is used (i.e. shooting a gun / swinging a light sabre / using the force, etc.) Since all of the information about the inventory and weapons are all represented as objects or tables in the main server module, the entire game should be very easily readable and configurable moving forward, since there’s gonna be a lot of content.
The technical challenge of the gun system is vital to creating this project, we must be able to handle lasers shooting from 100-200 players possibly at once, therefore we opted to start by making the inventory system first, and the gun and player data handler in parallel rather than just simply making the guns function first and then trying to integrate them into such a framework later. This is because each gun must go through the inventory first, it's weight and it being equipped happens through the player inventory.
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. Starting next month, the new Internship Project will be featured on our monthly reports, and we are excited to share the work we've made on that so far. Alongside that, our programmer for the new U:P bot has reached the testing stage, this new bot is being developed by a new U:P Intern, and we are excited to show you it very soon. We made tremendous progress this month, and I want to give a huge thank you to both developers, players, and our staff team on making all of this possible. Together, we can continue pushing the boundaries of the Roblox experience to new heights. We're immensely grateful for your dedication.
We'll see you in our February Monthly report!
Credits
Drafter - Studio Lead
TheGuyYallKnow - AOT:P New Module Lead Programmer
Ser3rm - S:P Project Leader
Koop - CW:P Lead Programmer
TaylorsRus - Intern Lead Programmer
InoArtelix - Intern Sound Designer
Benshi-San - Intern Bot Programmer
23.ky- DS:P Lead Programmer
Jaden - DS:P Project Leader
Traveler - U:P Animator
Rainy - U:P Animator
LolguyRuski - U:P Animator
Evelyn - AOT:P Builder
Karma - AOT:P Builder
Exactly - AOT:P Builder
Tia - S:P Modeler / DS: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
Clash - AOT:P UI Arist
Catalyst - S:P UI Artist
DisguisedDash - CW:P UI Arist
Lizardgucci - S:P Village Artist
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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