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
 
I’m still blown away by the camel gif after watching it multiple times zoomed in. It’s a masterpiece of animation. The shield angle and quiver positioning are perfect. Tail, mane/tassels, neck & head motions are totally immersive. The only minor and inevitable clipping I can see is the tail of the rider’s bow case - brilliant work.

Looking at the scything gif blown up, I was impressed by the flora wind physics. I could see motion in the leaves (pixelated flashes) on every tree no matter how far they were away from the camera. I had assumed it would only be implemented in a radius around the player to reduce cpu usage. Bannerlord will be worthy of all Taleworld’s hard work.
 
Question for the level designer:

Are the multiplayer maps going to be made with emphasis on lanes or control points?
 
Looking at engine possibilities this game will be one of the best in the history.  :shock:
I bet there will be plenty of racing mods, GTA-like mods etc. There are endless possibilities with so powerful tool!
 
Questions:
  I know that you guys have been working on quests, and I would like to see some quest dedicated lovations, or concept art of quest locations.
  In a gif, could you show us a forest from really close, and from really far too? I would like to see a custom generated forest on a battlemap from different angles.

more like requests...
 
Imanis said:
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.

The game is not ment to be a villager simulator 2030. I was in your thoughts for some years ago, but then realized how stupid and useless that would be. It is indeed too much realism, and again as I said, even if there is a relatively vig economical part in BL , the game is about fighting and commanding armies.
 
KhergitLancer80 said:
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 ?

There was already prisons in Warband, and you could visit them. I dont get why you would want them in multiplayer tho.(if you want it for roleplay, thrn dont worry, a mod will have that)

About maps for multiplayer, I am expecting around the same ammount as in Warband (ofcourse I do not know), but you shouldnt worry about that either, there will be many custom maps from day 1 probably
 
At this point I don't know if this game will live up to expectations. So now I'm just waiting for the game to release to play the mods. Hopefully they make some cool mods and release it in less than 10 years...
 
froggyluv said:
Stealth cant work in SP anyhows as the AI always knows where the enemies are -there is no LOS type detection\pathfinding AFAIK.

There's a very basic one in Warband, if you do prison breaks then you can see sometimes enemies who are far away with their backs to you are inactive.
 
blog_post_43_taleworldswebsite_03.gif

Holy Hell, the mountains in the background look so Freaking good!  A question for Gökçen:  What is the maximum verticality going to be in a scene?  If someone were to mod in a riding dragon or Roc/Griffon what would be the maximum flight ceiling that the engine could handle?  How high could I build a castle in the sky?
 
Really liked this blog. The camel animations look amazing, but I agree with some others that he kicks up a lot of sand. I don't know if that is accurate, it seems overdone. I searched on YouTube and found this:
Maybe there was less sand being kicked up because it was a racing ground, with a harder surface, but comparing it to the GIF makes me think it's a bit to much.

I have some questions for Mr. Gokcen:

Will randomly generated battlefields be better than in Warband (no weird hills with 89o angles) and will their size depend on the scale of the battle (like for bandits you'd have a small map and for large armies a bigger map)?

Will there be a "Create Custom Map" option in the game? For instance on the starter menu you can select "Custom Scenario" and then you can choose if you want to design a new map. This was something I really wanted in Warband, but well, I'm way to lazy to go and figure out how to install all these mod tools to be able to do it and then to implement the map in to the game...

Is every town going to be unique, like in Warband?

Is construction going to be visible? In Warband, if for instance you build a windmill in a village, in 60 days or something there was a windmill. But will you be able to see a worksite during construction, with perhaps some tools lying about and a few workers at the scene? If so, will there be special animations for them so you can see them work?

Also, how did no one notice this (if anyone did, sorry)??

ITS HARRRRRVESTING SEASON!!

(DOES THIS MEAN THE GAME IS ALMOST DONE?!!)
 
Rackie said:
The game is not ment to be a villager simulator 2030. I was in your thoughts for some years ago, but then realized how stupid and useless that would be. It is indeed too much realism, and again as I said, even if there is a relatively vig economical part in BL , the game is about fighting and commanding armies.

I could say fighting is useless and stupid, its subjective. Some people like features like that, some don't. Whats the big deal? Why do you feel the need to butt in and shoot down feature requests? It was in VC, whats wrong with it being in bannerlord?

Rackie said:
There was already prisons in Warband, and you could visit them. I dont get why you would want them in multiplayer tho.(if you want it for roleplay, thrn dont worry, a mod will have that)

About maps for multiplayer, I am expecting around the same ammount as in Warband (ofcourse I do not know), but you shouldnt worry about that either, there will be many custom maps from day 1 probably

Oh are you a developer or do you have some kind of inside access? Why are you answering questions aimed at developers? Why are you still shooting down feature requests and espousing the classic "mods will do it" line? Quit acting like a cringey hall pass monitor dude
 
Callum does the AI will have some kind of routine like "going to work - farming - going back to walk somewhere" or the animations will be static and looped forever? and how they are assigned?
is it like old warband were all npcs will be resetted everytime you enter the scene from the menu?
thanks.
 
Rackie said:
Imanis said:
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.

The game is not ment to be a villager simulator 2030. I was in your thoughts for some years ago, but then realized how stupid and useless that would be. It is indeed too much realism, and again as I said, even if there is a relatively vig economical part in BL , the game is about fighting and commanding armies.

Your comment defies logic and ignores the main point of my last post: it should be included (assuming it would not monopolize resources...development, rendering, or otherwise) because if players don't like it (such as yourself), you can just not partake in that feature, and for those that do like it, it is there to enjoy.

Doing things the way you suggest accommodates one type of player, whereas doing it the way I suggest accommodates two (or more) types of players.

Do you really think the developers want to limit how many players would like to participate in their game? I assure you they do not.
 
B1G0T said:
Rackie said:
The game is not ment to be a villager simulator 2030. I was in your thoughts for some years ago, but then realized how stupid and useless that would be. It is indeed too much realism, and again as I said, even if there is a relatively vig economical part in BL , the game is about fighting and commanding armies.

I could say fighting is useless and stupid, its subjective. Some people like features like that, some don't. Whats the big deal? Why do you feel the need to butt in and shoot down feature requests? It was in VC, whats wrong with it being in bannerlord?

Im not sure about you but I am going to have to agree with Rackie about the implementation about farming minigames.

Did you buy Viking conquest so that you could go on a farm to harvest crops and sell them like a farmer?

I seriously doubt you did. Most people brought Viking Conquest to play and roleplay as a viking and fight big battles.

So yes, I would prefer that the deva actually finish up important features and release Bannerlord before we can talk about stupid crap like farming minigames.
 
B1G0T said:
Rackie said:
There was already prisons in Warband, and you could visit them. I dont get why you would want them in multiplayer tho.(if you want it for roleplay, thrn dont worry, a mod will have that)

About maps for multiplayer, I am expecting around the same ammount as in Warband (ofcourse I do not know), but you shouldnt worry about that either, there will be many custom maps from day 1 probably

Oh are you a developer or do you have some kind of inside access? Why are you answering questions aimed at developers? Why are you still shooting down feature requests and espousing the classic "mods will do it" line? Quit acting like a cringey hall pass monitor dude

What do you mean "aimed at developers"? Questions asked in a public forum can be answered by anyone, especially if they are easily answered questions--like the one about prisons was. Besides, I see nothing wrong with what Rackie said here. What he said was true. He was just answering the questions. And what's wrong with the "mods will do it" line? There are certain features (like elves) that have no place in Bannerlord, and if someone were to request such a feature the obvious response would be mods will do it. Prisons in multiplayer can be another such example.

The point of this forum isn't to run around starting flame wars and calling people cringey; this forum is simply for discussing this blog and topics for the next one. Try to stay on topic.

Also, by the way, calling people cringey is incredibly ironic coming from someone who calls themselves "B1G0T". You might wanna tone the edgy angst back a notch.
 
For goddamnsake, it was only a joke :lol: :lol:

Well, I wouldn't forbidden a role-playing game to create another roles to play. Of course I don't want to spend my days in Bannerlord farming and hoein' the ground, but I would enjoy a minigame, just for the sake of it. But the crops being cut while the NPC does his thing would be dope. Adds a lot on immersion, but has some problems on it too, not so easy on a second thought. But if they manage to do it would be nice.

--

I have a Question for the Level Designer:

Can we expect more weather effects on the levels? (Talking about sandstorms, snowstorms, rainstorms and stuff like that, present on the battles and on the cities/villages levels)
 
SenorZorros said:
how would cutting crops be difficult at all considering you know the height and time they will be cut?

Because the flora in question is probably a paint layer in the scene rather than a set of manually placed scene props.

Placing each individual wheat stalk as a destructible scene prop would be a pain and even if it was done, the next complaint would be - why is this farmer continuing to scythe crops that are already cut? Such a looping animation is designed to add immersion to the background as we pass by, it's not intended as a foreground animation that will rivet our attention.
 
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