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, 7 June 2024
In May, we 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 team continued to make tremendous progress on the New Module Freeplay mode, reaching a great milestone on the completion of the Trost Mission, which is now beginning its final polish phase. After which, we will then begin on the Beast Titan Mission, then onto the PvP mission. After these are complete, we will focus on the last polishing of titans, hitboxes, progression, and more as we prepare for release.
The release trailer also began pre-production, which saw work from our cinematic artist and a few hours of editing time gearing up to release the greatest trailer we've released to date. Redacted features we do not want to share also saw work from our animators, creating the correct animation for the [REDACTED] to flow nicely with the rest of the animations. The team in May also did considerable reworks to the Attack Titan and the boulder, creating two separate rigs for the boulder and the Attack Titan to fix prior issues with the boulder not being carried with the Titan. All 3dmg skills saw significant updates, bringing them in line with the quality of our other skills. This included adding blade throwing with its proper visuals, flare abilities, and other team-oriented skills players can use.
A rework of the titan VFX also took place last month, adding new VFX for titan beheadings, nape blood, and our new Winded Killer 3DMG skill that tears the titan apart based on the Levi OVA move.
This also involved our animation team, which created a reaction animation as the titan was being slashed.
The team also got a fully in-game and dynamic shot of a titan stare, which happens from time to time with our dynamic eye-following system. We believe this delivers the terrifying nature of the Titans perfectly.
In the current Trost Mission, we feel that it brings the same feeling that players felt when watching the show. A terrifying but exhilarating experience, where each corner brings a new possibility of a titan lurking to catch its prey. In this short demonstration, you can see the chaotic nature of fighting our dynamic titans as they attempt to grab, flop, stomp, and leap at you, lusting for the kill of the player.
We believe what we are crafting here is something really special, that no other AOT can boast in bringing to life a true AOT experience that doesn't shy away from the gore and horror that the world of Attack on Titan we all love has put us in when we first watched the series. We cannot wait to show you more of our work in the next month!
Shinboi: Project
In May, the team continued off April strong continuing to provide updates and support to the existing game. Inventory saving was finally fixed after many iterations, and Auto TP for PDs requirements was lowered, along with the addition of 2 new badges: "Defeat Sakino Hyuga" & "Defeat Hachiro Kurogane". This provides data for our team and visual progression for achievement-hungry shinobis. The team also supported lore with programming the necessary additions to progress the lore.
Work was completed on the new S:P map selection screen, which outlines all of our maps to allow for a much more polished user experience.
Reworks were done to our user interface, this is being done to prepare us for mobile support which will be coming in our S:P 1.3 update. This also allows us to revamp many UI's that needed revamping to better inform the player on certain aspects of the game, such as the characteristics page, which will now display the physical character, player chakra, player health, and all obtained talent cards.
Significant work continued on the next big update for Shinobi Project 1.3. This saw work from our animators, programmers, and cinematic artists. The creation of the Beast Hibagon, devourer of Flesh was completed and his location along with his tracks for players to find were all completed. This is a new initiative for us to release a new public map to be content similar to our release of S:P's 1.0 overhaul. Work also was completed with all obtainable weapons we want players to be able to obtain in the Land of Iron. This includes new ores that will be found in the Land of Iron only, with a specific ore that is toxic to the touch, making it a perfect position for a blade. Jötunn, a boss that players will face in the Land of Iron also received work and final scope. All Land of Iron-specific talents were also scoped out. The purpose of the Land of Iron update is to allow players to explore the dangerous and unforgiving land of Iron and Snow, where Samurai, bears, beasts and golems reside. This will mean Chunin can risk their lives to explore and find rare talents, bosses, and materials that are specific only to the Land of Iron, and bring these back to the Mainland to either sell or to best their foes with abilities only obtained from the cursed Lands of Iron. But Shinobi beware, the Samurai are not fond of foreigners, nor are the Beast that lurk within!
We also tackled an important bug that console players were facing. Currently, over 2,000 monthly console users play S:P, so controls need to be updated for all our players. This saw the completion of talent selection for controller users, as well as an addition of the command bar for console players to use. Excited things are cooking for S:P 1.3, and we can't wait to show you more!
Clone Wars: Project
Breaking off the traditions of prior months, May saw a significant amount of work from all areas. The most important area is the weapons system. What is left for weapons is now movement and final polishing before game testing is needed. The hunger and stamina systems were also completed and can be seen in the bottom left in the below video.
We also laid the foundations for the inventory system, and have taken steps to complete the starship system. With a focus on the ships, we’ve noticed that projectiles were being handled using physics and were debating whether to switch it to fastcast due to gameplay issues. We’ve found a method to enable multicrew, but it involves a lot of server/client communication and we are unsure of its effects on performance. In June, we will continue to work on the weapons system and ship system, as well as the character creator. All of these features are necessary for our alpha launch.
Demon Slayer: Project
Last month the team continued work on the combat system. This saw us focusing on satisfying fist combat that involved rigorous testing and animation adjustments. You can see our work in this demonstration video below:
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 June 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
ScripterJoe - CW:P Lead Programmer
TaylorsRus - DS:P Lead Programmer
23.ky- S:P Programmer
Virgil - S:P Programmer
Benshi-San - Intern Bot Programmer
Jaden - DS:P Project Leader
Traveler - U:P Animator
Rainy - U:P Animator
LolguyRuski - U:P Animator
Trystan - AOT:P Builder / Cinematic Artist
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!
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