Wednesday, 2 April 2025

Inside Unlimited Projects #23


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


Published by Drafter


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March 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 completed all core backend logic for the Bloodline Evolution System. Epic Evolutions are now fully implemented, with their progression paths finalized and functional. The next phase will focus on Legendary Bloodline Evolutions. These will be more complex due to the introduction of Active Skills, but most of it was completed by the end of the month.

Alongside backend progress, we also reworked the EXP algorithm to improve overall pacing and player progression. Early Game now ranges from 50 to 500 EXP per level. Mid Game levels require between 550 and 1550 EXP. Late Game sees an increase to 1625–4575 EXP per level. Finally, the Max Level target now stands at 150,500 EXP. 

Bloodlines will carry over into the PD mode, but spec bloodlines will be removed from the rolls, and player bloodlines will replace many of the rollable bloodlines, giving each bloodline a meaningful difference. You can see our final animation for bloodlines here:

This is the final development month for the New Module Freeplay, as we gear up for final playtesting and then release!

Shinobi: Project

Over the past month we've had significant progress on our upcoming update with multiple new systems being made and various old systems reworked. Firstly, we started with a full rework of the Skill Tree, remaking it from the ground up to be modern and up to date. 

With this, the team has decided to put an attempt on adding 2 new Skilltrees, a Kenjutsu and Genjutsu Skill Tree.

Now unfortunately, we may not be able to get these skilltrees complete in time for the update, as it requires a lot of work to make an entire new skill tree whilst also remaking/reworking the old ones. But we will still be aiming to get them complete. Take a look at the brand new skilltree: 

 

The Skilltree has support for move description and video showcases for the moves, unfortunately due to roblox limitations, we will not be able to put all moves as a video showcase since we're limited to a certain amount of uploads per month. 

The Skilltree will also introduce locks, this is to make builds more unique, for example, you won't be able to have Kenjutsu moves and Taijutsu moves. 

There will also be dual tree moves, for example a move requiring both Earth and Taijutsu. 
it also should be noted this skill tree isn't complete in some trees (more specifically the Nature trees), we're reworking and making a lot of new skills that aren't quite on the tree yet. Our development team has also been hard at work introducing new skills and revamping old ones, another example of a new Chunin Earth move coming in the update. 

We are looking for suggestions for new abilities for all Trees, especially Genjutsu and Kenjutsu trees.  

We'll also be introducing new combat mechanics, as we've completely remade the combat handling script from the ground up, an example of a new mechanic is the ability to do dropkicks by jumping and m1ing. 
And don't be confused, we didn't remove Air Counters, we just changed them to a different bind. 

We've also made a new Hit behavior System, this system allows us to apply Hyper, Super or No armor onto moves much easier and using a unified system. 
And also means we've introduced Super Armor in general as it wasn't previously a thing within the game, Super Armor acts a sort of in between of Hyper Armor by cancelling after a few hits instead of just a single hit. 

Hyper Armor and Super Armor moves will also have indicators, heres an example of them
Red being Super Armor
Purple being Hyper Armor

Last month we also finished various new backend systems and lore systems, a few examples of these is the Weather System introduced earlier this month.

A few of the backend reworks we've completed are: 

New Weather System
New Combat Tagging system
Updated Client Handler 
New Hit Detection system
New Velocity Handling Manager
New Hit Behavior Manager
New Aura System
New Dojutsu System
New Awakening Handler

and many more that are just not worth mentioning.
 

One Piece: Project

This month, we have made a crucial decision regarding our development priorities. Instead on splitting focus between backend work and producing showcase material, we have shifted our efforts entirely toward completing the backend. While we already have several elements available for players to get a glimpse of the game, prioritizing backend development will allow us to progress much faster.

It’s important to clarify the distinction between backend and frontend in our development process. Backend refers to the core system scripts that make the game function internally, while frontend pertains to visual elements such as ability effects and UI components.

Over the past month, we have made significant advancements in game scripting, achieving more progress than in the first few months combined. This approach will ensure that by the end of the development cycle, we will have a wealth of content ready to showcase. This shift is the best course of action if we want the game to be completed as soon as possible. Had we continued with our previous approach, the game's release would have been considerably delayed. 

Our primary focus this month has been on systems related to the player character. We have made great strides in character creation (races, stats, customization, optimization..) and various internal scripts necessary for the game's mechanics.

 

Clone Wars: Project

For the Clone Wars Project, we conducted a large-scale 140-player Y-Wing test, which provided valuable data for performance and coordination under heavy player load. A video recap of the test will be included below for reference.

The team also continued work on Kamino, remaking it to fit our quality standard and scale we are aiming for.

The work on Kamino also saw as complete the new exteriors that feature walkable glass walkways on the front rim of the exterior, allowing for more versaility within the large Kamino facilities.

We also completed the new morphs for the 21st Nova Corps, bringing them fully up to current visual and functional standards:

Additionally, the Capital Ship System was finalized on the 10th of last month, marking a major milestone in our space combat mechanics. Progress has also been strong on our in-game board game, Dejarik, which is now nearing completion and currently undergoing final polishing and interaction tuning:

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 May 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

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 Builder

Dakota - 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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