Wednesday, 2 April 2025

Inside Unlimited Projects #25


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


Published by Drafter


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May 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

During May, we focused heavily on polishing the game and finalizing core features in preparation for release. Major progress was made on player shifters, with transformation mechanics brought to a functional and stable state. 

On the titan side, we added hand cut reaction animations and ensured all titan head variants are now fully working across the board. The Utgaard intro cutscene was completed this month as well, fully animated and integrated into the mission.

We also wrapped up a full rework of the Attack Titan model. Both the rage mode and base forms have been updated to match our modern visual standards, bringing them in line with the rest of the game. Overall, May was a strong push toward completing remaining features and bringing the game closer to launch. Smaller things were completed but are being gatekept behind the final release date trailer.

 

Shinobi: Project

Over the past month we've continued to make steady progress on our upcoming 1.4 update. 

Earlier this month, we finished our custom projectile handling system to fix various issues with some of our projectile jutsu's with somewhat unusual hitboxes, a good example would be the current games Wind Scythe.

Here's what the new projectile system looks like using Wind Scythe:

We've finalized the new Skilltree, and we decided to introduce 1 final feature, specialty locks.

Currently, if you decide to go Taijutsu you would also be able to go down the full medical tree, we decided that since we are adding a completely new tree, Kenjutsu, alongside multiple new skills for Taijutsu and Medical, we decided this shouldn't be a thing anymore as it makes for basically every build to end up being the same especially at Jonin+. So we've introduced Specialty Locks to combat this.

Basically, you will only be able to go so far into certain skilltrees before the "Specialty lock" hits, for example if you went full Taijutsu you would only be able to buy up to Chakra Transfer on the Medical Tree and wouldn't be able to get Medical Ninjutsu 2 or any of the combat moves. 

Moves that are specialty locked are labeled to warn you of it: 

 

We've finally hit the final part of the update, reworking/adjusting/adding new skills in the game to fit our new systems.

This does mean clan skills are being updated too, some of them entirely reworked others just updated/optimized towards new systems.

We are currently looking for new Jutsu suggestions for the following elements:
- Fire
- Wind
- Lightning
- Water

Alongside some Combat Medical Abilities

- New Air Combo System, allows for more movement and less stiff air combat.
- Tab Menu fully remade from the ground up to improve performance/speed, alongside adding Settings Saving, Fixing various stats not showing properly (i.e. PDKills) and multiple other QOL fixes especially when it comes to UI Scaling. 
- Medical Healing backend has been rescripted to fix various issues alongside optimize healing a bit more
- New FP Command for LT to use during PDs (this is Live 1.3) 
- New Chat/Emote System, including new walkable emotes. 
- Various new Lore Systems introduced
- New Physics Manager

Alongside various other optimizations/fixes which should improve the game in bigger servers, not too many other things as we've been extremely focused on reworking and adding skills.

 

One Piece: Project

May has been packed with scripting progress, as it is every month. We've been able to push forward on many systems while also polishing the game with new mechanics. Progress is steady, and we're now picking up the pace even more.
Here is a video showcasing the Character Creator and all its features. Since this is a lore game, character customization and its possibilities are crucial.

Unfortunately, we weren't able to share more sneak peeks of the game this month due to time constraints with a few developers. A lot of visual content couldn't be shown, but rest assured, those features are fully scripted and functional. We're just missing animations or models, which is why we can’t showcase them yet.

We've already shared a ton of information about the game in the FAQ channel on our Discord server. As you'll see, this is a pretty ambitious and promising project. We'll keep you updated with more news soon. Thank you all so much for the amazing support!

Clone Wars: Project

May saw major progress across all areas of development. Kamino was fully rounded out, and we ran our first mock trainings to ensure sessions can be conducted smoothly and within a practical timeframe. These tests confirmed that the map and systems are ready to support structured clone trainings. 

 

Starship functionality reached a major milestone. Fueling systems were completed, including fuel storage, gas leak mechanics from blaster fire, and proper capacity limits for each vessel. This allows deck crew to handle refueling and repairs with logistics playing a meaningful role in battles. We also introduced a squad color system (Red, Green, Blue, Yellow) so pilots can easily track squad positions in large space engagements. Tri-Fighters are now equipped with missile systems that can lock onto players, adding new intensity to aerial dogfights.


We began experimenting with new fleet dynamics through the addition of the Arquitens-class light cruiser. Unlike the Venator, which serves as a stationary command hub, the Arquitens is a mobile escort ship that opens up more tactical fleet formations and deployments.

Work also continued on both Christophsis and Ilum, two key maps for early-war story arcs.

On the narrative side, the Lore team began wrapping up their first multi-planet arcs. These include Jedi-led investigations, diplomatic missions by Senators, and full-scale invasions involving the CIS and various other factions like the Crimson Serpents and IRC.

New clone binoculars were finished as well, featuring night vision and long-range zoom. These tools are essential for effective AV-7 artillery targeting and coordination between high command and frontline troops. 

We also continued on new additions for clone troopers such as mortars to use in combat. 

Finally, Coruscant continued to evolve visually. While still in progress, we shared a preview to let players experience what it feels like to fly around the largest, most detailed Coruscant ever built in Roblox.

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 June Monthly Report! 

Credits

Drafter - Studio Lead                                                                                    

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

TheGuyYallKnow  - AOT: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, 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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