Dev Blog 07/06/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_43_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Animation is a complex and well-developed art with a long story, even longer than cinematography. Creating animations for a video game might look similar than doing it for a film or TV show, but it’s actually quite different – and much more complex. An animated character in a video game is not linear: it has to answer to the players’ feedback, be it because you should be able to direct its movement (if it’s the protagonist) or because it responds to your decisions (if it’s an NPC). Thus, on top of the artistic work, there is a technical side of things to make them look and feel natural, transitioning seamlessly from one animation to the next. And in a game such as Mount & Blade II: Bannerlord, where combat is so important, animation plays a key role in its gameplay: it gives you the visual feedback that you need in order to fight effectively, letting you know (in a subtle way) what your opponent is about to do. This is why Olcay’s work is so important, and today he will share with us some details about what he is doing for Bannerlord.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/63
 
Finally ^^
Not the most informative blog but the images made it fun.
Thanks for the blog.
 
This is actually ****in' impressive. Wonderful animations, which obviously will add a huge part to the immersion.

Good work, Mr. Taleworlds, Sir.
 
Question for developers!
I have some questions:
1. Will the animation of a warrior / horse's death agony be implemented? (head/hands movement of a warrior; head/legs movement of a horse)
2.Will the limb dismembering be implemented?
3. And last one: will the proper horse collision be implemented? Would a horse fall after it collides with another horse? (would be great if it would be alive, it would get back up, and the warrior could mount it again). Example:
https://www.youtube.com/watch?v=jhTV1X-Y3EE
 
Animations looks wonderful! About mesh cloth physics, I wonder if those will be rendered only on player's character or on every soldier - and how much it will cost on performance. 
 
The only thing I can criticize on this one is the sand that our friend Humphrey is kicking up. It's a bit much. It was nice to have some GIFs though.

Seems like everyone is hard at work on polishing civilians, a general theme of giving the game a lifelike atmosphere i suppose.
 
Currently, I'm working on our new NPC animations. We are focused on animating different types of NPCs to create a living atmosphere in the game. This could be something as simple as seeing NPCs drinking and eating in a tavern or tending to crops in a village, but it goes a long way in making the world feel more alive.
This is the kind of detail I'm into!  :fruity:
 
Questions for Cuce next week:
What is the level design process from start to finish and how have you created level design variety for both multiplayer and single player?

What improvements have been made to randomly generated battle scenes compared to Warband? (I.e. improvements from the rather horrid mountain terrain in Warband)
 
now someone will post a feature-request for a quest where you work the fields for some coins (like VC has)  :lol:


we knew about custom skeletons, but it is good to know it was tried internally (with the camel), it will help modders to add stuff like Fantasy-elements (giant spiders, and so on).
 
Currently, I'm working on our new NPC animations. We are focused on animating different types of NPCs to create a living atmosphere in the game. This could be something as simple as seeing NPCs drinking and eating in a tavern or tending to crops in a village, but it goes a long way in making the world feel more alive.
It's never coming out
 
kalarhan said:
now someone will post a feature-request for a quest where you work the fields for some coins (like VC has)  :lol:

And it would be cool if the crops actually were "cut-off" on the NPC animations. Maybe even the player could play a mini-game of cutting crops, while the speed of your work is based on your agility. :lol: :lol:

That's a little to much, i was joking, but since the game is never coming out, some easy-to-do features should be always welcomed as possible implementable suggestions (like crops being cut-off).
 
Horik6697 said:
kalarhan said:
now someone will post a feature-request for a quest where you work the fields for some coins (like VC has)  :lol:

And it would be cool if the crops actually were "cut-off" on the NPC animations. Maybe even the player could play a mini-game of cutting crops, while the speed of your work is based on your agility. :lol: :lol:

That's a little to much, i was joking, but since the game is never coming out, some easy-to-do features should be always welcomed as possible implementable suggestions (like crops being cut-off).
+1
 
So cloaks have physics.
This is awesome!
But what about longer cloaks (the ones that reach feet)? Will they clip or also wave in the air and not collide with the mount?
Or will it be possible, for example, to create 2 automatically switching versions of cloaks - the 'straight' one for walking on foot and 'curved' one (with its central bottom part lying on horseback) for riding?
 
This blog was easily one of the best, definitely one of my favourites both information and visual content wise.


My question for Mr.Gökçen


Will there be dungeons and prisons in the game and will we be able to see them(both in single player and multiplayer) ?


Also how many battle areas and how many multiplayer maps does the game have ?
 
Horik6697 said:
kalarhan said:
now someone will post a feature-request for a quest where you work the fields for some coins (like VC has)  :lol:

And it would be cool if the crops actually were "cut-off" on the NPC animations. Maybe even the player could play a mini-game of cutting crops, while the speed of your work is based on your agility. :lol: :lol:

That's a little to much, i was joking, but since the game is never coming out, some easy-to-do features should be always welcomed as possible implementable suggestions (like crops being cut-off).
I think one of the mods features that...Persistent World, I think.

I always prefer those options to be implemented. Others may say it is "too much realism"...but if they don't like it, they can just bypass that part.
 
Thanks Callum for the new blog!
I'm positively impressed by the detail of the single unit ingame and it's nice to see that animations are finally good looking I just hope you guys will add as many as possible to add variety and immersion.
Contrary I just don't undersand the enviroment: while the desert map is good the green one is really bad and flat, it have no depth, no horizon and the trees seems randomly placed around.
It makes me doubt that it is placeholder, like the waving shader used for the grass that move the whole mesh instead of only the top of it.
 
trickyclownboy said:
It's never coming out

lets be fair  :razz:. He is currently working on stuff that is not related to gameplay, game balance, combat, ... fancy stuff for immersion, that doesnt impact release. Game could come out tomorrow without any of that. So it is not because the artists are doing cute stuff that the game is not out  :mrgreen:

if they had a blog saying: engine performance is currently horrible and we are still trying to make it work on medium PC... then yes, you could cry and forget about the game for another year.
 
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