A big challenge was to get started with DOTS, but since we now have well-balanced knowledge of almost all areas, we can work in an agile and efficient way. Each of our developers is able to specialize in the area they prefer within the new DOTS architecture. As a team we’ve taken on big challenges, and we’ve adapted to them by learning new techniques and working closely together with Unity to achieve a level of quality we can be satisfied with. We have expanded our team in sheer numbers, but more importantly, we have grown tremendously in knowledge and skills. Once we had a good grasp on the workings of DOTS we converted Histera to the new workflow step-by-step.”Īs a team we have grown tremendously over the last couple of years while developing Histera. We do not shy away from a challenge, so we decided to take a moment to learn about- and familiarize ourselves with DOTS. Later we encountered Unity DOTS, which proved to have a substantial improvement on performance. UNITY DOTS “After multiple proof of concepts were made by the teams – including Virtual Reality- we landed on the definitive direction we would take the game in. Our aim was, and still is, to produce a high-quality game in the form of a multiplayer first-person shooter filled with unique features and innovative gameplay.” With this project we finally saw an opportunity to turn our dream into reality, and as a collective we decided to take the leap. “We at StickyLock have over 20 years of experience in developing games and software, and from the start we have always had the ambitions to develop a full-fledged AAA game. On these ravaged remains of our planet, humans fight within domes wherein simulated versions of multiple eras, moments of history, as well as the future are reconstructed.” Ever since the beginning the story has always been set in a post-apocalyptic future of earth, where humankind was forced to evacuate a deteriorating planet which was quickly becoming uninhabitable. What is Histera: Fall of Human A multiplayer FPS set in a bleak dystopian future where the rich and powerful have abandoned an uninhabitable earth, leaving those that remain to battle for their own chance to escape in protective domes containing dynamic deathmatch arenas. “A few years ago, we came up with the first glisters of an idea which would eventually turn into Histera. THE ORIGINS OF HISTERAIn this first edition of our devlog, Histera’s lead developer Mitchel will share some insight on the origins of Histera!
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