Saturday, 2 March 2024

Inside Unlimited Projects #11


In February, we've continue to make good progress on all projects throughout the studio.


Published by Drafter


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February Monthly Report:

Last month's collection of progress throughout the studio, presented to the community to see the progress we are making. Now, let's see what work took place this month...

Attack on Titan: Project

Last month marked significant milestone as our testers dedicated a full month to thoroughly testing the game and providing invaluable feedback. Our focus was primarily on titans and their variations. With the help of our Patreon supporters who extensively tested the game, we successfully addressed major hitbox issues and completed the implementation of Abnormal Floppers. These Floppers have a 15% chance of spawning mutated, resulting in their main attack being a flop instead of a stomp or grab. Our animation team worked on refining animations such as the head chomp, 3D maneuver gear finishers, and dashing animations for PvP combat. Additionally, we continued refining the mechanics of the Crawlers, particularly their speeds in rage mode. Notably, we adjusted the Crawler leap to enable grabbing players mid-air, enhancing gameplay dynamics.

The goal of turning titans into a truly horrific creature has continued with our efforts to make them truly living creatures. This includes adding mouth-opening sounds, as well as breathing sounds that make the titans feel less static. The voice actors for the missions were also all completed for Pyxis, Erwin, and Kenny.

After playtesting with abnormals, it was decided to give abnormals a rage mode as well. After the abnormal kills at least one player, it'll play a terrifying scream and double its run speed. Decapitation was also added for players who do over 1,000 damage to a titan nape. This was inspiried by the Levi OVA and is still subject to change. 

Highlighting our Patreon testers and their effort, this video shows what you can expect a skilled 3dmg user's combat against mindless titans. It should be noted this footage was before our polish pass of the new hitboxes, making the mindless titans a more dangerous threat. The kill sound effect is only for freeplay mode, this will not be in the permadeath lore game mode.

Work also began on crates, which saw work from our animation, modeler, build, and programming teams. This invovled the modelling of the crates, the crate opening VFX, the crate room being built, and the opening crate animation. Crates will be earned from in-game cash or Robux. They'll drop many cool and unique accessories, some of which can be used in the permadeath lore gamemode. 

Here's a full summary of the changes:

  • Increased Hitbox reveal distance from 50 to 200 for better hitboxing.
  • Crawler now has a 1/3 chance of leaping at the initial target with a cooldown of 8-12 seconds between leaps.
  • Adjusted height velocity for Leap.
  • Added a 15% chance for Crawlers to perform a flop as their main attack when an abnormal spawns.
  • Improved Eyes tracking with limits.
  • Implemented new animations and added Growl to some titan attacks.
  • Replaced some sound effects for eating with swallowing for better fitting.
  • Fixed grabbing bugs.
  • Disabled titan attacks upon death.
  • Corrected Crawler behaviour and hitboxes.
  • Made PseudoHitbox uncollectable.
  • Resolved a bug related to multi-kills.
  • Introduced new hitbox technology for Titans for more accuracy, with the option to scale it up if needed.
  • Fixed an issue with instant kills from Chomp attack.
  • Enabled 'Gore' setting by default.
  • Added Red Aura SFX to the player when doing over 1,000 damage
  • Titan running/walking SFX
  • Added Customizer Save
  • New Titan Steam VFX
  • Reworked the rigs a bit
  • Crates
  • Polished titan attacks
  • New 3dmg gas boost VFX
  • Death screen being glitched on your screen after death was fixed
  • 1,000 damage Aura goes away after 15 seconds
  • Titans fade away with steam
  • Limbs are flipped the correct way on death
  • Delay with UI/titan kills are fixed
  • Blood last longer on the ground for death players
  • Corrected Crawler's rage behavior.
  • Reduced Crawler's walking speed by 0.25x, adjusted animation.
  • Polished Leap and Flop animations, although Flop animation needs further work due to erratic hip height.
  • Added Blind and AnkleCut animations, but they're not yet polished.
  • And much more that is not written!

Shinobi: Project


A significant milestone was reached last month, it saw our full implentation of console support that took countless hours of effort from our programming team. This invovled adding the skill tree to be compatiable with joystick, carrying players, finishing players, as well as adding all other important movement. Additional moves and lore content was added throughout the month to support ongoing story arcs. Badges for gripping, being gripped, and gripping a player on a controller were also added.

Several fixes and optimizations were implemented, including improvements to controller inputs such as fixing gripping and carrying actions. Additionally, issues with Dojutsu controls on controllers were addressed. Updates were made to the Yang Path Heavenly Vow card and the reward system for passing server checks now grants a small amount of Talent Points. Specialized Dark Cloak Chatbox problems were resolved, and client debris handling was optimized for effects to persist as intended. Other enhancements include a new U:P Intro, the ability for Acad 1s to undertake solo basic missions, and the introduction of new Yang Talents. Several crash issues were fixed, including one related to cherry blossom and adjustments to handsigns during the cherry blossom technique.

Clone Wars: Project

Last month saw an unfournate leave from one of our programmers, this was quickly resolved by the addition of a new lead programmer who quickly began work. To lay a new solid foundation for future development, our system architecture and framework were established as the cornerstone for upcoming implementations. This included the completion of the Development toolset assertion and the formulation of a comprehensive system architecture to house all game code. The chosen approach, a single-script architecture, involves utilizing two bootstrapper scripts—one for the client and another for the server—with functionality and services organized into child module scripts within each respective bootstrapper. This strategy prioritizes modularity, readability, and scalability, ensuring that code can be easily reused across functions, simplifying navigation for both experienced and novice developers, and streamlining the addition of new features through a clear and intuitive process involving the creation and initialization of ModuleScripts under the appropriate client or server environment. Below, you can see our work on ensuring synchronous communication between clients and server with gun handling.

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. We continue to make tremendous progress, and we want to give a huge thank you to both our developers, players, and staff team for 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 March Monthly report!

Credits

Drafter - Studio Lead                                                                                    

TheGuyYallKnow - AOT:P New Module Lead Programmer

WaySide - AOT:P Old Module Lead Programmer

Ser3rm - S:P Project Leader

James - 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

PotatoBlockz - 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!

Caesar_Salid, Acelair, Aotfan96, Atlas, Berecci, BlueStreak3008, Bolt_Awoke, Cartoonfartoon, Chrysler, ClydeJokes, Deadlyhacker9981, Deerhunter60641, Drainerkrieg, EvaWithoutRice, Eyebrawl1235, Galaxy06155, Grollan, HyperGamer653, Infinitymaster761, Janflash35, Jhackedmed, Kakashi_HK, Kaneke, KoriesKoi, Lawwism, LightningGIGN, Mah_Neck, Mr.Azure, MuraGrand, Navi_hub, Oowib, Polarsy, Postamos, PressuredAtrophy, Pvpfaith, Soes_x, Stahlling, Swiftpedro, Teltaps, TheNoya, Tr1ppy02, Trxsh_Fear, Twistymix, Txmirr, Viktorbim007, Vykore, Wadm, xNotKieferx, XV1Celtic, ZyconZX, Zyrieums, AirSwoos, BlasianYoyo, Blez, Dumblummy, Isaiah, S6RE3G0D, Turtle, Zaphox, Zuzuke3uchiha78, AntsFriend_8, Bygons, Combine, Crewman, Dime, DarkenedPlague, Derply01, Eckin1, AleisterCross, Kaito, A'#, Kybrenic, ljawsome995, StygianStorm0, TheHawkGuy9000YT, ToxDox42, Soundwave, and Sharp.

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