Inside Unlimited Projects #25
May Monthly Report: Last month's collection of progress throughout the studio, presented to the community to see the progress we are making. Now, le...
2 months ago read moreWednesday, 2 April 2025
In April, we continue to make good progress on all projects throughout the studio.
Published by Drafter
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April 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 we've rolled out the Bloodline Tree, a branching progression system allowing players to unlock unique buffs, traits, and legacy abilities based on their lineage. Each path you take in your bloodline impacts gameplay, opening the door for personalized builds and exclusive passive effects.
The newly implemented Clan Bloodline Tree gives each clan a distinct tree of upgrades and passive traits that players can unlock. These trees are designed to give players a unique path based on the strengths and traditions of their bloodline. Clan perks are equally diverse, two of which allow you to become a titan shifter. The system also supports features such shared Clan Storage, allowing you to save bloodlines and progress more than tone of them. Players can fully progress through 12+ unique bloodlines with 15+ abilities and 13+ skills!
Parallel to this overhaul, the game's abilities are now 95% complete. This includes not only the design of new abilities but also sweeping reworks of older ones to ensure better synergy and balance. Animations have been cleaned up, visual clarity has been prioritized, and the abilities now behave more consistently across all scenarios. Titan models were corrected, and hitboxes were slightly tweaked for improved fairness and reliability in combat. You can see our reworks here:
Titans have become more brutal and cinematic. The new Double Grab and Neck Grab mechanics now place players inside the Titan’s stomach, initiating a horrifying slow-death sequence:
The 3DMG Shop was completed, a fully interactive interface where players can browse different classes of 3D Maneuver Gear. Each class type has detailed Stat readouts (such as boost velocity, gas efficiency, cable range, and cooldowns):
We will continue with the final mission and polishing of the game as we gear up for release this summer!
Shinobi: Project
Over the past month we've continued to make steady progress on the upcoming update, making new systems, polishing and reworking old ones.
A Major rework we undertook earlier this month was the Ninja Tool rework, optimizing them much more than compared to how they are now. Ninja tools should now be much more respondent inside of laggier and older servers. Alongside, Kunais have been given the added functionality of putting the player inside of combat not only when you hit someone but instead with a small AOE where the Kunai lands.
Kunais have a much bigger range for this but Shuriken also do it but with a much smaller range. To keep them atleast somewhat different, to compensate Kunais are much slower projectiles than Shurikens now.
Alongside, "Kunai Gliding" has been kept in but with some tweaks, with how strong your "Kunai glide" being dependant on which type of throwable you're using. Meaning some throwables won't throw you up as high, but others will.
Alongside we continued on with our skilltree reworks/clan skill reworks, no we don't want to spoil every new move we make so sadly we won't be show casing all the ones this month, but here's one we did do.
A New Carry System was completed towards the end of the month, this time we've added a request system to make so you don't have to be knocked to get carried. Alongside multiple bugs with carrying have been fixed that ruined player experienced such as leaving the game when carrying someone causing them to get bugged and many other miscellaneous issues.
Finally, we began work on the one of finale backend systems, the new projectile system for all our projectile moves. We've completed steady progress on this system but are currently still working out some issues so it isn't quite showable. But, what the system will do is update all current projectiles to have a much more accurate hitbox instead of the currently seemingly random hitboxes we have now.
But, what the system will do is update all current projectiles to have a much more accurate hitbox instead of the currently seemingly random hitboxes we have now. Some other minor systems we've completed:
- A new Consumable System, meaning things like ramen, tea and dang will now be a stack instead of an individual item and you'll be able to carry multiple of them/drop them properly now.
- Ramen Seller now has the kunai/shuriken NPC UI making it much more friendly to use.
- New Jutsu VFX handling system
- New HUD System/UI Handler
- New Lore Systems
- New server-sided Cooldown/GCD handler
- New server-sided state service for states that don't need replication
- Various micro optimizations on nearly every module ingame to help migrate everything to the new unified 1.4 modules.
One Piece: Project
This past month, we've been working on many aspects of the game, and development has been moving at a really solid pace. We're proud of the progress we're making and hope you'll be able to enjoy this amazing project as soon as possible.
We'll start by showcasing this month’s scripting progress. I was pretty sick for over a week (k1), which slowed things down a bit, but even so, we’ve made significant strides. The ocean system and the simulation of waves and ship movement have been optimized and improved. You can see how well it performs even with render settings maxed out (it’ll be optimized for release, this was just a performance test) and around 50 warships in play, so ships and the ocean won’t be an issue for the game’s performance. There will also be options to tweak ocean detail for players with lower-end devices.
We’ve also been working on the UI, which is one of the most essential parts of any game, and it’s nearly finished, a huge step forward.
Lastly, on the scripting side, we’ve been improving the combat and mobility systems. New mechanics have been added to the combat system, and overall fluidity and hitboxes have been refined. A ton of new movement mechanics have also been added, like wall running, free falling, climbing, etc. We haven’t been able to showcase this part in the Monthly Report yet since the animations aren’t finished, but you’ll likely see it later this month.
We’ve completed race customization, each race will have several variants, adding a lot of diversity to character customization:
Thank you all so much for the support as always, we're proud of the community we are building. If you’d like to continue supporting the project, the Patreon is available; you can read the details in the links channel if you're interested. Just showing love and support in general is more than enough for us.
Clone Wars: Project
Last month the team worked on multiple areas of the game. The team continued work on Kamino, which is now roughly 90% complete. Kamino has always been one of the more technically challenging maps, due to its sheer scale and the needed scripted parts of the map for trainings. You can see our work on Kamino below:
We also returned to Felucia, one of the earlier maps in our development cycle. We did many performance changes to make the map perform better, and also Improved locations for a better and more unique Felucia compared to any other game. At the same time we reworked our Morph System and added Medal Functionality and our new overhead GUI, which you can see below:
Last month also saw us wrap up most of the functionality needed on the new place selector, allowing players and military high command to understand the current state of the Galaxy and how the war effort is going as the lore progresses. We are still adding more additions that are needed, but you can see how it looks so far here:
We also decided to bite the bullet and remake the starfighter system from scratch, due to many issues with the system we bought limiting us too greatly. This rework although it was arduous allowed us to get even MORE performance gains for flying starfighters and AI, and allowed us to add new 6 degrees of freedom allowing for more pilot versatility.
All that remains are Starships is final tuning such as adding Tri-Droid missile locking, storage/new spawn UI, more sound effects and a few bug fixes. Once this is complete we will move onto Character Creator and Lightsabers, our final 2 feature pillars before our release! 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 May Monthly Report!
Credits
Drafter - Studio Lead
WaySide - AOT:P Old Module Lead Programmer
Ser3rm - S:P Project Leader & U:P Development Lead
TheGuyYallKnow - S:P New Module Lead Scripter
Trystan - U:P Development Lead
Happy - CW:P Lead Programmer
K1 - OP:P Project Leader
Clockrows - OP:P Builder
NotchHero - OP:P Modeler
Caw.Spire - OP:P Modeler
HeroWandering - CW:P Lead Builder
Toad - S:P Modeler
Virgil - S:P Programmer
LolguyRuski - U:P Animator
Tia - S:P Modeler & VFX Arist
nobodygivesacrap12 - AOT:P Builder
Dakota - S:P Lead Builder
Akui - S:P Builder
Jork - S:P 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
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, tyssssson1, 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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