Sunday, 9 March 2025

Inside Unlimited Projects #22


In Feburary, we continue to make good progress on all projects throughout the studio.


Published by Drafter


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Feburary 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 the team continued with work as we transitioned key members of the team around and introduced a new programmer. Our final UI design was completed for bloodline progression, which you can see below. You'll be able to upgrade your bloodline abilities, this will carry into Journey Mode.

 We’ve added a handy new package that makes UI buttons universal and easier to access across the game. You can now see your progress with a  new Level Bar, plus XP and money change popups to keep you in the loop. Check it out. Final UI polishing have been a priority this month. The upgrade tree now clearly indicates why certain unlocks or upgrades are unavailable, tying them to specific ability or level requirements, and displays “MAX” for fully upgraded items. Icons have been updated with color coding and emphasis to distinguish available options from locked ones, as demonstrated here:

Crate functionality has also seen significant improvements. Particle effects have been added to the crate list, loot is now organized by drop rate, and a new “Claim” option allows for consecutive crate openings without locking the screen. Issues with disappearing models, expanding UI canvases, and sizing have been resolved with updated grid handling, and “Owned” items now refresh immediately after opening a crate rather than only on joining.

The Trost District Mission received several fixes and enhancements. Abilities are now fully functional with the updated AbilityService script, and blades automatically equip after the cutscene concludes. The intro sequence has been refined to prevent early movement, featuring a smoother camera tween during loading. Post-animation, the character remains in position rather than resetting, and crate-opening delays have been minimized. The loading screen now operates at DisplayOrder 150, with the Dialog GUI at 50, ensuring proper layering.

 Mission Select now separates difficulties, complete with updated icons and numerical indicators for each tier. Character customization has also been improved, with corrected lighting in Trout and the Lobby areas.

On the technical side, we’ve converted key scripts like PlayerData and AbilityService into packages to facilitate future updates—developers can locate new additions by searching DEVMARK using Ctrl+Shift+F. Client data updates have been simplified using CollectionService for improved performance, and a bug preventing PlayerData’s :Increment function from working correctly has been addressed. The Skill Tree’s unlock mechanism is now operational, and repeated opening no longer causes frames to misalign. We continue into the new month working on bloodlines, which will be in Freeplay as well!

 

Shinobi: Project

Over the past month we've had progress in all sorts of categories: Future Updates, Current Updates and various other things. 

We'll be going over the bigger one with the announcement of the next major update we plan to bring to the game, a combat rework. We plan to update a bit of our combat systems to improve fluidity and also update multiple outdated skills that have been in the game. 

Heres one of the reworked skills, a new Primary Lotus:

Now we are still trying to fluid out the combat so there isn't anything to show there yet, but do expect to likely start to see some things about it eventually. Here is also a new skill "Lions Barrage" 

Alongside that, we are also planning an overhaul of the Mainland map. With multiple locations reworked. The Build Team has made steady progress but not much is able to be shown yet at the moment.

For the other things this month some of our builders also began to start to finalize one of the highly anticipated maps the "Land of Fangs" with it hopefully being ready maybe even this month. Other maps have also been completed this map with the Land of Seas (Bujan) and Northern Land of Wind (Forbidden Lands) also being completed and rolled out in the past month.

We also made progress on updating even more of our custom admin system with various new commands and features to future proof it farther.

One Piece: Project

This month, we have primarily focused on the Sea System and the ships. They remain works in progress, so we will showcase our progress in this Monthly Report. We have been developing important scripts that are not visual, so we cannot show them; however, they are essential for ensuring that all game functions operate correctly.

 

The ships are scaled to match One Piece, and we have endeavored to replicate their design and every detail, bearing in mind that this is a game rather than an anime. All the ships are very large and include interiors. In this Monthly Report, we will only display the interior of the Marine Warship, though you can view the designs of the other ships in the image.

Moreover, we have implemented a system to ensure that players remain inside the ship even if they jump, effectively eliminating the annoying bugs found in other games.

Our sea system is completely custom-built and does not cause lag. It realistically simulates the movements of the waves and the ships. For this Monthly Report, we will only be showcasing calm seas (with low waves).

We have also been working on several interface systems, such as the inventory and equipment system, which remains a work in progress.

From now on, we’ll provide more progress updates throughout the month on the Sneaks channel (with Patreon supporters receiving additional new content) so that the Monthly Report isn’t overloaded. This way, we can continuously advance development without the stress of preparing certain elements for the Monthly Report, ultimately saving time.

Thank you very much to everyone for your support! To join our Discord server CLICK HERE!

Clone Wars: Project

In the last month work continued on all fronts from the team, including our rework of Kamino which will be the most used and important map in the game where thousands of player clones will be trained.

We also finished all skyboxes for each of our planets, allowing for space battles to take place above or infront a planet.

This past month we worked very hard on the capital ships, it was no easy task though, definitely a challenge to have 20 of them with over 24 turrets each (all animated) in a server with hundreds of players and AI, but after extensive optimizations and testing we’ve managed to find a good point where we can keep a good amount of features and still have a decent amount of optimization for them.  

 

First, the turrets. The turrets were one of the issues we faced while working on capitals, because there's just way too many of them! We have 2 motors per turret and we have 24 turrets on the munificent which means we have 58 motors per turret, and both of these need to be animated with calculations so the turrets face you. Unlike player animations we have to run code for each of these turrets so it knows where to face, it’s very simple math but it still takes a huge toll on the server when you have a lot of them, a single pack of 24 turrets/58 motors is fine.

But we plan to have 20+ munificent's in the map. Now that is over 1160 motors we have to apply math to. Luckily we do not have to run the code for each of the motors, we calculate for both motors per turret obviously. With our first iterations we had it was unplayable, but we have committed to pushing the Roblox Engine to have the largest scale epic battles that we wish to replicate in our game, and optimization was done on  a lot of things, and many systems had to be changed and optimized, our turrets code now run in parallel luau which improves the performance a lot, not only that but the code is structured to only run things when it’s really necessary, take a look at a part of the diagram!

Notice how it only does checks when they’re necessary, this is efficient code design. The same thing happens for our animation loop, the turrets are basically “Dead” when there’s nothing nearby, they do not calculate anything, therefore saving us a lot of performance. If you’re still wondering how bad things were when we started, the “Network Receive” rate was over 100 - 230 KB/s for a single capital ship, which is an insane amount. Now, we get around 41 KB/s with over 40 of them, which is very good. That’s over 2320 motors. 

The ships themselves aren’t laggy despite having quite a lot of welds and moving around with physics, which is nice. But will it decrease my fps? Not really, those meshes seem to be very well optimized as well, it shouldn’t really drop your FPS despite the ships being so big. We had quite a few issues with the projectile system while working on capitals, they took a while to solve but everything is good now, and thanks to the community we’ve received a lot of bug reports regarding the projectile system, because of that we’ve decided to have some big changes for it so everyone should see a good improvement on performance, not just on capitals! 

A lot of you may know that Roblox does not render particles when they’re far away, so we had to create some VFX for the ships explosion, it was very simple, we’ll be changing this in the future so it looks better and adding more effects but for now you can see our optimization efforts below, allowing for truly unseen scale of space battles.

With capital ships now completed, we lowered the health to begin testing explosions and how it would feel to be actually in a capital ship fight. Now this is only 1 player, but we'd like players to imagine 100+ players fighting in huge pivotal space battles that shape the galaxy. 

Not only that but good luck getting in a good position to shoot them with over 20 turrets aiming at you while escaping vultures (it’s not easy). We are now starting to develop starships and we’ll have some cool sneak peeks and more info soon, stay tuned for more! 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 in our next March Monthly Report! 

Credits

Drafter - Studio Lead                                                                                    

WaySide - AOT:P Old Module Lead Programmer

Ser3rm - S:P Project Leader & U:P Development Lead

TheGuyYallKnow (Hes Back!) - S:P New Module Lead Scripter

Trystan - U:P Development Lead

Happy - CW:P Lead Programmer

K1 - OP:P Project Leader 

vDemiii - OP:P Builder

NotchHero - OP:P Modeler

HeroWandering - CW:P Lead Builder

Toad - S:P Modeler

Virgil - S:P Programmer

Peeler - U:P VFX Artist

LolguyRuski - U:P Animator

PotatoBlockz - AOT:P Builder

Tia - S:P Modeler & VFX Arist

Xaden - AOT:P Builder

nobodygivesacrap12 - AOT:P Builder

Jork - S:P Lead Builder

Catalyst - U:P UI Artist

Combine - CW:P Gameplay Advisor

Danny - CW:P Builder

ScarexCrow - Senior CW:P Builder

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

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, tyssssson1Janflash35, 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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