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 moreSaturday, 6 July 2024
In June, we continue to make good progress on all projects throughout the studio.
Published by Drafter
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Attack on Titan: Project
In the last month, Attack on Titan: Project reached a significant milestone by having our first large player test of the New Module. This involved us finding over a dozen bugs of which we fixed within the week, creating a very polished experience. From the words of our testers:
I thought the Trost mission provided a real sense of immersion, giving the player the undying will to defend and kill all the titans. The mission included a numerous amount of brand new and unseen features which gives us a teaser of the rich world of exploration to venture into once development progresses even more.
- xOrbitxal
There are so many new things and mechanics that it's easy to get lost ; all I have to say is that this is going to be a banger, aslong that you understand how to play, also new titans look epic!
- MehdiHalo
I lowkey like how it feels so immersive and gives off a vibe most aot games don't give off it really lets off realistic vibe especially with the odm and scenenery, I can almost feel the titans inside me. But no troll its actually hella good!
- Imjayandimasayian
During my testing of the Trost mission, I can safely say that the 3DMG is an immense upgrade from that of the old module. It is more realistic while also being more fun to use, making freeplay really stand out from what AOT:P is used to. The abilities make for fun and interesting changes to the gameplay loop which helps with replay-ability and changing play styles. The Titans are a massive improvement from that of the old Module, as they are more fearsome, responsive, and feel more satisfying to fight.
- Lelouchism
It is plenty hard, if you don't know how titans move you will suffer a lot with their unpredictable moves, the most annoying titan are the crawlers they made me quit a lot of times, but in term of scene and odm i have no words its really immersive and cool
- Rwssiie
The tests were successful, and we are moving onto the 2 remaining missions, alongside waves mode.
To allow players from a multitude of devices to enjoy AOTP, we've added extensive graphical options to allow players to adjust them to their liking. Although this severely degrades the games visual looks, it will seriously boost performance on lower end systems, which is a trade off players can decide to make when enabling or disabling them.
Work continued on skill abilities, these same abilities will be introduced into the Lore Journey game as well. It was important for us to bring high quality animation reactions for the titans when they are being slashed.
Adjustments were also made to difficulty scaling. Based on our tests, which had around 35 people playing normal mode, the mode was far too easy, while hard mode was extremely hard to do the density of abnormals and crawlers. New effects were also created to bring up the quality standard to our titan decapitation and nape slashing that players commonly perform.
Plenty of quality of life improvements were added as well, alongside UI reworks that will take place in July after player feedback and gameplay came up to a complete standard. It was a very exciting month and we look forward to the work in July. A big thanks to all our Premium Users who helped us with our first open test!
Shinobi: Project
In June the team continued progress on current lore, balances and features, alongside developing our next milestone update 1.3. We started off the month tackling an issue with console players being unable to roll talents or type commands, we added DPad left to open the console command bar, and fixed the talent issue, providing our console players with a fully completed console experience with the exceptions of Kunai throwing
After player feedback on our UI, we've decided to do a total overhaul on our tab menu, allowing for a better user experience in seeing player builds. This resulted in us creating a new characteristics menu which we believe brings out all the stats we want to show the player:
Work was also done on upcoming mobile support, which saw work from our artists to design user-friendly buttons for mobile players to use. We also released a long awaited feature regarding Hardcoding, instead of offering it as an offsite addition, we implemented into the game making it easier for players to purchase and use instantly.
All of our new UI coming in 1.3 will be scaled for modern mobile phones. This overhaul will see a sweep of improvements for all players regardless of device.
Our builder, cinematic, and musical artists teams were hard at work on the content update players can expect to play in 1.3. This will include over a dozen new talents that can all be obtained through gameplay outside of a permadeath event. This will give players more options beyond staying in mainland, where they can explore and take on many enemies within the Land of Iron for rare items, talents and loot.
1.3 also saw work from our animators and modelers, which completed the [REDACTED] boss animations. He will be one of the many terrifying bosses players can face in the Land of Iron to obtain valuable rewards. As listed from our Wiki, the 1.3 update will be featured around a curse that has plagued the Land of Iron for over 200 years, that being the curse of the Samurai named Akumu. Players will find out his story while also obtaining talents, weapons', and schematics to make their characters even more powerful. This update is aimed to reward player's gameplay outside of PD's.
The modeling team continued work on new obtainable armors we plan to add apart of the new content update, this includes armors specific to villages, such as Sand Village, and locations such as the Land of Iron. All additional armors being added were gathered directly from player suggestions in our development poll. Work was also done on the trailer music for the upcoming 1.3 trailer, which saw extensive discussion between development team and the artist to make sure the feeling of the music was perfect for the setting of the update. Alongside this, voice actors were brought on for the final lines needed for one of our new bosses that players can find in the Land of Iron.
The following is our full monthly updates made in June.
Fixes and Adjustments
1. Chidori Speedboost: Fixed.
2. SpecializedDarkCloak: Now has the same stats as arm plates.
3. Earth Dome Formation: Requires being on the ground.
4. Cuffed Movement: Fixed issue where players could sometimes move after being cuffed.
5. Substitution Jutsu Fixes:
- Fixed being able to sometimes substitute in 64 and 32 Palms.
- Fixed being able to sometimes substitute in Dance of the Crescent Moon.
6. Water Footsteps: No longer appear while diving.
7. Water Walking Healing: No longer works while diving.
8. Controller Talents: Fixed talents for controller players.
9. Combat Disable Fixes:
- Fixed being able to cuff people while combat is disabled.
- Fixed being able to grip people while combat is disabled.
- Fixed being able to throw kunais while combat is disabled.
10. Blindness Blur: Reduced.
11. Kurogane Speed Buff: Lowered.
12. Samurai Durability: Lowered due to in-lore implications.
13. Buff Adjustment: 20% buff lowered to 15% (same as Lee clan).
Gameplay Changes
1. Jonin PD XP: Lowered slightly.
2. PD Attendances: Now required per rank-up for Jonin.
3. Rank-up Requirement: 5 PD attendances per rank needed for rank-up.
4. Increased PD XP Requirement: For Jonins.
5. Shadow Cloak: Now lootable.
6. Hoshigaki Speedbuff: Slight speedbuff while on water.
7. 1000 Years of Death: Now causes ragdoll effect.
8. New Legendary Medical Talent Introduced.
9. Controller Command Bar: Double-clicking DPad left will now bring up the command bar.
Ability Adjustments
1. Chakra Scalpel Slash: Now guardbreaks.
2. Shark Dive: Cooldown doubled.
3. Water Floor: Size reduced by 50% in Tundra maps.
4. Evolved TLF Passives: Reworked slightly.
Demon Slayer: Project
Over the past month we've spent time sourcing particle artists and builders to begin properly building the work of our project. With the addition of particle artists to the team, we're now looking into expanding into breathing styles, and there's a lot exciting on the horizon in that regard.
We've decided to hold back on displaying fist combat to you. We'd prefer to give you a few sneak peaks throughout the coming month, and come through with a bang at the end of July.
Now that the framework of the game has been rejuvenated, we can finally get into some of the more exciting stuff regarding Demon Slayer. We put a big mark on quality when it comes to our assets, and so we think you'll be really surprised to see what comes out of that mark.
Keep your eyes peeled in the Demon Slayer: Project server throughout the month and coming weeks.
P.S; Here is an extremely early access look at one of the breathing styles we've been cooking up very sneakily behind the scenes. Mind the UI at the bottom:
Clone Wars: Project
This month's report is written by Happy, the new Lead Developer for Clone Wars Project. Happy joined the team in late June, and began work on our weapons system to be accurate with the players mouse direction.
It’s my first report and since I've joined the project a few days ago. there isn’t much to say yet, but I've collected a few things. I have been using these past days to get used to the game and the code we already have there. Things are quite organized so it’s easy to find what I need, and it’s been going good so far.
But that’s not what were here for, let's talk about the interesting stuff, bugs, fixes, additions and changes. one of the most visible bugs that can be seen on the gun system when we use it is the angle on the arms not facing the correct direction when we look either up or down
I’m not going to get too technical here but this bug is caused because the torso rotates with the animation and only the axis that moves the arm up gets updated (we need to update the one that goes left and right as well in this case) Much better now, isn’t it? Can and will still be improved a lot but that’s better.
Much better now, isn’t it? Can and will still be improved a lot but that’s better. Another bug that was very visible was this one bug the fact that if you rotated fast enough you could see the front of your character while in the gun aiming mode
The gun system itself is very efficient, but there’s some improvements that can be done so we’ll be able to reach our goal of having hundreds of players in the same server while keeping the game stable, especially on the bullets, they spawn even if they’re farther than they can possibly travel, which doesn’t need to happen for someone who won't even be able to see that bullet. Hence why I have plans on adding checks to know if the player will be able to see that bullet or not, there’s no need to waste client (the player) resources animating a bullet that won’t even be seen by them. It’s something very easy to add too, it would be something like this:
The player on the left will never be able to see the bullet because they’re farther than max possible distance the bullet can travel (in our case 500 studs) Now... If we had an offset..
Now the only way the player on the left wouldn’t be able to see that bullet would be if their radius (red circle) left completely the bullet max distance. Great, isn’t it?
Those small changes help a lot to make the game performance better, we need to pay attention to every possible opportunity to optimize something as we don’t want unnecessary lag in the game. Continuing a more on the gun system, despite it being quite good, it is a little bit messy. It uses a lot of values when we could be using Attributes for this, I will make this change very soon as this needs to be changed now before it gets way harder to handle later.
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 July 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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