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, 10 August 2024
In July, 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 work on new UI, release trailer, 3dmg upgrading, and 3dmg tuning. After weeks of work, the titan models were finally fixed to work with all our animations, which was a necessary step to maintain the quality standard for each titan. We began the month by fixing over a dozen bugs, and implementing an new dragging method for the 3dmg Tuner as seen below.
This is an early development look on how we programmed the moving of the 3dmg tuner. The 3dmg tuner can be accessed via the P command, and allows for truly unique 3dmg usage by all players. If you like a tighter orbit and like playing close to the titan nape, you can bring down the orbit radius, but if you handle better at longer distances, you can change that all to your liking. Finally, the 3dmg tuning was completed as shown in the video below:
Work was also done on the AP gear, this included work from our animation team that completed over 13 new animations needed for the AP gear. This gear will be used in the third and final mission for Freeplay, which we are calling the Crystal Cave Mission. This mission puts 3dmg users from team Hange against AP users on team Kenny, pinning them against each other in AOTP's first purposefully crafted PvP gear. The original AOTP 3dmg gear, which players currently use in the Old Module, was never designed for PvP. However, this new gear will see us pay great attention to player hooking, player blocking, and player dodging. We are gearing (pun intended) toward having the PvP be focused on close combat. By allowing players to hold block for incoming hooks, it will force players to get close and personal to engage in close PvP fighting.
Work also continued on UI reworks after extensive testing with our testers. These updates included a new mission selection and difficulty selection screen, which makes it much easier for players to see the rewards and disadvantages of each mode.
Work also continued on new cosmetic 3dmg's that will be purchasable in the lobby. This includes a steampunk theme 3dmg, legendary 3dmg, winged 3dmg, and much more!
We also added additional UI to our top UI to show players their level progression. This was requested by our testers after there was continuous confusion on how close players were to leveling up.
Our tab menu saw further additions, including our new achievement screen which will reward players in-game for accomplishing difficult or unique tasks. We will be rewarding the first person to complete all achievements with 8,500 Robux!
We also continued work on the UI designs for our mobile functionality. 60% of Roblox users are on mobile, so we believe this is an important addition to AOTP. This also will allow you to attend PD's while at school, work, the bathroom and so on!
Work on the second mission began and saw the implementation of the boss AI and his intro cutscene, which is likely our best cutscene that Freeplay has to offer. The mission has begun early testing, and should be completed sometime in August. After this is completed, we move onto the final mission, Crystal Cave, and then it's onto polishing everything we have on the road to release.
Shinobi: Project
Last month saw the exciting release of 1.25, which brought our new tab menu, devproduct gifting, and our long awaited mobile support. This was a great effort from the team, and the launch rolled out smoothly. Auto PD's were also added at the end of the month. Work continued on new 1.3 features, which saw us add the long awaited armor and loot dropping. This will allow for players to craft armors, and sell them to other players via dropping, since all items will now be droppable. August also saw work on the new books feature that will be found throughout the world.
We also finished the designs for our new ingredient and alchemy system. This system will create more collectables such as Sakura Tree Leaves, a Desert Iris, Stone Roses, Void Roots, and Cloud Blossoms that can be found around the world that can then be turned into either throwables or consumables. This will add a new dynamic to combat and engaging with other players.
Work is also being done in 1.3 for additional clan progression for Hoshigaki, alongside a brand new clan addition that will be coming in the new update. Our animation team finished on all cinematics for the 3 cinematic bosses that players will face in the new and cursed Land of Iron. All voice actors lines have been wrapped up and implemented in an internal preview, and will see implementation in the new month. 2 non-cinematic bosses were also worked on by the scripting team. All front-end work was completed for the 11 new talents that will be added and obtained only in LOI, giving players one of many reasons to venture into such a dangerous place.
Below is a full list of the work done last month.
Game Mechanics Adjustments
- Auto PDs begin when a server is 1 hour and 30 mins old instead of 2 hours.
- Air Palm price lowered to 800.
- Ryo Reset and XP Reset implemented.
- Jonin 6 Hyugas without seal can now all teach 64 palms.
- Ryo handling transferred to the official Roblox Economy system.
- Various transfer prices lowered (Academy, Genin, Chunin, Jonin).
- Earth Wall and Water Wall casting requirements are now the same.
Balance Changes
- Kickstyle Training vaulted (no more player trainers).
- Ethereal Disintegration, Soul Severance, and True Bone Devastation now bypass ribcage, damage resistance, subs, iframes, and auto grips.
- Bone Devastation bypasses ribcage and damage resistance.
- Bone Defense bypasses ribcage, damage resistance, and ragdolls.
- Garden Duel Blade Crescent Dance auto executes.
- Dance of the Crescent Moon available to Ashigaru, with damage adjusted, range decreased, and attacks based on rank.
- Multi Cut Damage slightly increased.
- Halo Dance hitbox increased, and cooldown increased.
- Youth Full Power now causes a slide.
- Eternal Night, Infinite Slices, Cleave, and Kneel now bypass damage resistance.
- Cleave, Eternal Night, and Kneel now break ribcage.
- Whirlwind Repulse handsigns increased.
- Divine Wind handsigns decreased.
- Earth Dragon Bomb cooldown increased.
- Earth Gloves handsigns decreased.
- Earth Rampart cooldown and handsigns increased.
- Universal Slice and Cleave can no longer be iframed.
- Eternal Night can no longer be iframed.
Bug Fixes
- Fixed issues with tag UI, client-sided character effects, Chakra Sense, Dance of the Crescent Moon rank scaling, and Bone Devastation ragdoll.
- Fixed queue stacking, controller jumping, and controllers not being able to block.
- Air Combo downer now pushes people away most of the time.
- Fixed Cleave not ragdolling.
- Fixed Infinite Slices not ragdolling.
- Fixed Universal Slice.
UI and System Updates
- Complete client handling rewrite for optimization.
- New Tab Menu introduced.
- Mobile support enhanced, with the dash button moved to the right and camera follow disabled by default.
- Devproduct gifting enabled.
- Anbu Armor Reset.
- 2 new badges added.
Mechanics Adjustments
- Players can no longer carry people while using Ribcage.
- Being hit while using Medical Jutsu, Chakra Transfer, and Medical Ninjutsu 2 disables the ability.
- When you wipe, you will lose specific items, void or not.
Demon Slayer: Project
Last month the team continued work on combat and the new Swordsmith Village. Breathing moves began work, which saw our Thunder Breathing move Sixfold, which had significant VFX improvements. Alongside these improvements, work began on Flame Breathing VFX, new player HUD, walking and dashing animations, and new fighting stances. The majority of the work in the last month was on animations, which are needed for us to continue on the combat.
We also worked on an altered parry which matches to new fighting stance, as the parry has to come back to original keyframe as it goes past the center of gravity in the rig, so it ends up in the person spinning to the other side to follow the shortest line to the original keyframe. Work on combat will continue into the new month
Clone Wars: Project
This month we mainly focused on the guns. We had a lot of stuff added and fixed, for example; last month I remember mentioning how the guns aiming could be improved and this month I am happy to announce that it has been improved.
As you can see the gun now aims itself properly towards the crosshair
We also got stances working:
We now have support for dual wielded guns, the Dual DC-17:
We are now about to finish with the guns and then move on to some more complicated tasks such as the AI. It's a very difficult challenge to have a huge amount of AI and players in the same server battling each other but we’ll figure it out. (this is why the stress tests are so important!) The guns themselves are very efficient and performance friendly, I don’t think they will be much of an issue but we’ll see, I haven’t been able to test them with a huge amount of players yet and my main concern is people’s networks lagging as in players having high ping, but so far there haven’t been any issues regarding network lag on my test sessions.
Here is an early look of our new Weapon Combat VS AI
Our new U:P AI bot is now in testing, and will launch in August.
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 August 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
Bun - CW:P Lead Programmer
TaylorsRus - DS:P Lead Programmer
Virgil - S:P Programmer
Jaden - DS:P Project Leader
Peeler - U:P VFX Artist
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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