
SHOOTING
We are already on #devdiary number 5! We want to get deeper into to some of the development processes for Histera, and who better to ask than our gameproducer, Jamel?!
WHAT’S AN FPS WITHOUT SHOOTING?!
In this devlog Jamel will tell us all about the shooting system in Histera. That is, of course, one of the most important mechanics!

Jamel Ziaty || GAMEPRODUCER
“When working on a FPS game an inherently important part is the shooting. You can approach shooting in many ways but it needs to fit with various elements in the game; I have learned this from experience. I always wanted to try to implement spray patterns within a fast-paced shooter to avoid randomness and give as much control to the player as I can. So I got to work on this for Histera.”
SPRAY
“I created a system where we are able to decide how the spray progresses by being able to place every single bullet in a graph. This graph is an abstract representation of how the bullet spray will progress relative to its previous bullet. Together with a value called ‘Spray Magnitude’[2] it determines where bullets actually end up and how far apart.”

“This would cause the weapon to always shoot the exact same pattern every single time. To create a bit of randomness, which requires players to improve their shooting skill and not just memorize a single pattern, we gave the weapons an error radius. This radius around the placed dot is used to find a new point randomly within a certain range of the placed dot. Visually this means that the bullet will end up within the blue circle around a bullet point.”

NOT QUITE RIGHT
Having huge spray patterns (which games like CS:GO or VALORANT have) in a fast-paced shooter didn’t seem to feel quite right; you want to be able to move around and take opponents out quickly, which the spray patterns would get in the way of. This would create confusion and make the shooting feel rather clunky within the context of the game. It’s better suited to environments where players need to plan their approach and each move can be thought out. Luckily my system didn’t go to waste as it’s still used to create more precise and compact sprays for each weapon.”
“These compact sprays however need to penalize players that go deeper into their spray progression. If you fire more bullets at once you’ll be less accurate. Makes sense right? To do this we increase the error-radius size for each consecutive bullet. We are also looking into having the addition of error radius at a later stage instead of kicking off after the first bullet for more control.”

OTHER PARAMETERS
“These are the basics of the sprays in our shooting, however there are also several other parameters we can change to reach the results we want for each weapon. These parameters are for things like: increasing or decreasing the spray magnitude1, the error radius2 while zooming, the recovery rate of the spray or the chance of having the first shot hitting dead center (instead of using the error radius).”
“I hope I was able to convey how we were able to build up the spray mechanic within our shooting. These mechanics are always subject to change so it might be possible that it will have changed a bit on release to better facilitate you, the players. But I hope you enjoyed the small write-up of how I created this for Histera!”
UNTILL ANOTHER TIME!
Thank you, Jamel, for letting us know about the mechanics of shooting! Do you want to know more? Join our Reddit community and stay up-to-date on Histera’s development! We will be releasing a new devlog every week in which a member of our team shares his or her findings on the development process.
1 . [spray] the pattern of the gun shots for inaccuracy
2. [spray magnitude] the value that controls the relative distance between the shots
3. [error radius] the value which controls the randomness for each shot


SHOOTING
We are already on #devdiary number 5! We want to get deeper into to some of the development processes for Histera, and who better to ask than our gameproducer, Jamel?!
WHAT’S AN FPS WITHOUT SHOOTING?!
In this devlog Jamel will tell us all about the shooting system in Histera. That is, of course, one of the most important mechanics!

Jamel Ziaty || GAMEPRODUCER
“When working on a FPS game an inherently important part is the shooting. You can approach shooting in many ways but it needs to fit with various elements in the game; I have learned this from experience. I always wanted to try to implement spray patterns within a fast-paced shooter to avoid randomness and give as much control to the player as I can. So I got to work on this for Histera.”
SPRAY
“I created a system where we are able to decide how the spray progresses by being able to place every single bullet in a graph. This graph is an abstract representation of how the bullet spray will progress relative to its previous bullet. Together with a value called ‘Spray Magnitude’[2] it determines where bullets actually end up and how far apart.”

“This would cause the weapon to always shoot the exact same pattern every single time. To create a bit of randomness, which requires players to improve their shooting skill and not just memorize a single pattern, we gave the weapons an error radius. This radius around the placed dot is used to find a new point randomly within a certain range of the placed dot. Visually this means that the bullet will end up within the blue circle around a bullet point.”

NOT QUITE RIGHT
Having huge spray patterns (which games like CS:GO or VALORANT have) in a fast-paced shooter didn’t seem to feel quite right; you want to be able to move around and take opponents out quickly, which the spray patterns would get in the way of. This would create confusion and make the shooting feel rather clunky within the context of the game. It’s better suited to environments where players need to plan their approach and each move can be thought out. Luckily my system didn’t go to waste as it’s still used to create more precise and compact sprays for each weapon.”
“These compact sprays however need to penalize players that go deeper into their spray progression. If you fire more bullets at once you’ll be less accurate. Makes sense right? To do this we increase the error-radius size for each consecutive bullet. We are also looking into having the addition of error radius at a later stage instead of kicking off after the first bullet for more control.”

OTHER PARAMETERS
“These are the basics of the sprays in our shooting, however there are also several other parameters we can change to reach the results we want for each weapon. These parameters are for things like: increasing or decreasing the spray magnitude1, the error radius2 while zooming, the recovery rate of the spray or the chance of having the first shot hitting dead center (instead of using the error radius).”
“I hope I was able to convey how we were able to build up the spray mechanic within our shooting. These mechanics are always subject to change so it might be possible that it will have changed a bit on release to better facilitate you, the players. But I hope you enjoyed the small write-up of how I created this for Histera!”
UNTILL ANOTHER TIME!
Thank you, Jamel, for letting us know about the mechanics of shooting! Do you want to know more? Join our Reddit community and stay up-to-date on Histera’s development! We will be releasing a new devlog every week in which a member of our team shares his or her findings on the development process.
1 . [spray] the pattern of the gun shots for inaccuracy
2. [spray magnitude] the value that controls the relative distance between the shots
3. [error radius] the value which controls the randomness for each shot


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