Ara: History Untold’s Evolving Living World – Part 2
The living world in Ara: History Untold is meant to reflect the real world’s natural biodiversity. This is why the game features twelve biomes, Dangerous Wildlife, and a myriad of…
The living world in Ara: History Untold is meant to reflect the real world’s natural biodiversity. This is why the game features twelve biomes, Dangerous Wildlife, and a myriad of…
Over the past few weeks the team at Oxide Games has been making huge enhancements to Ara: History Untold’s living world visuals, specifically to make the terrain feel organic and…
Hello everyone!We have been wonderfully busy sifting through all of your feedback for our latest Technical Alpha and cannot be more grateful to everyone who participated. To share more details…
Hey Ara: History Untold Fans,Our second Technical Alpha begins on February 7th! As we’ve expressed in our recent Developer Diaries, we have been working hard to make this experience better…
Happy Thursday! It’s the Ara: History Untold team here and today we’re going to talk about Cities! More specifically we’re talking about the techno-babble on how we go about procedurally…
Welcome to the world of Ara: History Untold!We’ve been listening to your feedback and are now releasing all of our Developer Diaries publicly. We are incredibly excited for everyone to…
It’s your friendly neighborhood system designer, Tylar Allinder here! Now that you’ve taken a peek into our prototyping process, let’s talk about more specific systems we’re iterating on. As we…
Hi everyone and happy Thursday! Thanks again to everyone who participated in our first Technical Alpha and gave us feedback. Now that it’s been a few weeks, we’ve had time…
Hello everyone! It’s been an amazingly busy couple of weeks, and now that we finally have a bit of a breather, we wanted to take the time to say a…
Another important facet of the game we wanted to nail early was the overall tone and emotional backdrop of the title, kinda like doing mood paintings in art but for design. We knew we didn’t want the game to be grim-dark, self-serious, self-important, or overly pedantic and fussy. So where to go from there?
For the first real foray into these diaries, I think it fitting to start only at the very beginning – why are we doing what we’re doing? Many on the leadership team have a strong pedigree of shipped strategy and simulation titles and have worked specifically in strategy games for decades in their respective careers…