

At the start, we had two extremely different art styles in the form of Fall of Human and the Pliocene Plateau and we attempted to translate those differences to the weapons as well. "Around the time we began designing new levels for Histera, we started looking into the weapons that would accommodate these different historical eras as well. While my previous entry in Histera’s development log covers one small part of my many tasks as a designer, in this devlog I intend to fully dive into the workflow that dictated how the weapons are created." “The game design team of StickyLock Games has a broad coverage of skills ranging from designing game mechanics, levels, weapon mechanics and more. The rules, although still very crude, were a great foundation to build upon further. It retained a better clarity and overall enjoyment for the gamer. As a result we created a map that was more manageable. That’s why we decided to divide maps into several areas which could be swapped in and out. We couldn’t just randomly swap areas in and out of the map. To solve this problem, rules regarding the spawning and de-spawning of areas had to be created. Besides the fact that our map turned into a maze it also made players lose their sense of direction. Even when we made the materialization of the new area slower it resulted in too much potential mazes that ruined the players experience. They got trapped because a portion of the level was spawned in such a way that all potential exits were blocked off.

With this ever-changing map we encountered some puzzles that needed solving.ĭuring the initial playtests, when we tested the first version of the glitch, we encountered several instances of people getting stuck. Histera is a rapid-fire multiplayer shooter featuring dynamic arenas that transform as the players engage in combat.
