Dev Blog 08/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_65_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In the medieval world, castles and strongholds were not meant to be dwellings, but military tools that were strong and easy to defend, positioned in choke points to protect an important region or trade route. Villages, on the other hand, were the population centres - places where people would dwell and sleep after a long day of work in the fields or herding their cattle. Towns were somewhat a combination of the two, but they were also very different (and complex) places. They had walls for defence and a high population count, but they were much more than just dwellings and defensive structures: they were the most important places around. Towns are where kingdoms forged their real power. Artisans worked raw materials into quality goods and merchants turned them into wealth. Courts were established in towns, so they were also the heart and brains of any realm -- where politics, conspiracies, and plots took place.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/85
 
Terco_Viejo 说:
BIGGER Kentucky James XXL, I am very interested in what you would propose then, what would be your vision of approach to solve this problem?

The problem is almost certainly bad management. The 3D modeller they showed last week is good at her job, but she just isn't being directed properly if she doesn't have any concepts to work from. When she said she just gets ideas from films and TV shows I screamed internally. Similarly, if they were showcasing things like ground tessellation and destructible walls and settlement management only to have seemingly ditched them later on, it suggests total chaos in their organisation. Games genuinely do go through a lot of turmoil, even the best ones, and you can see the chaos for yourself by looking at the unused assets which the developers haven't bothered to remove in most game releases. But Bannerlord has changed scope and focus so many times that it's far worse than a bunch of unused armours and characters.

I am not a people manager and the idea of leading a project scares me more than death itself, but in my opinion Taleworlds should swallow their pride and scale the project right back, focus on the mechanics and techniques they know are immediately possible (i.e. things they've already prototyped), and reorganise their studio so that there is an art director with total control over what people are putting out, and a supervisor of some sort who can organise the vague ideas into some kind of focused gameplay loop. I mean they probably already have this, but it's not working.
I would also probably scream for ten hours straight if I woke up and I was in Armagan's position. I do not envy the man one bit.

from a wise but hitherto unnamed man 说:
I imagine him just walking through the office stopping at every workstation and going
"But why can't we do this?"
I mean he was basically a modder who made one of the most popular games on earth
and now has essentially unlimited money
I'd probably be neurotic about it too
"I always said that M&B would be PERFECT if I just had the money and team"
 
BIGGER Kentucky James XXL 说:
Terco_Viejo 说:
BIGGER Kentucky James XXL, I am very interested in what you would propose then, what would be your vision of approach to solve this problem?

The problem is almost certainly bad management. The 3D modeller they showed last week is good at her job, but she just isn't being directed properly if she doesn't have any concepts to work from. When she said she just gets ideas from films and TV shows I screamed internally. Similarly, if they were showcasing things like ground tessellation and destructible walls and settlement management only to have seemingly ditched them later on, it suggests total chaos in their organisation. Games genuinely do go through a lot of turmoil, even the best ones, and you can see the chaos for yourself by looking at the unused assets which the developers haven't bothered to remove in most game releases. But Bannerlord has changed scope and focus so many times that it's far worse than a bunch of unused armours and characters.

I am not a people manager and the idea of leading a project scares me more than death itself, but in my opinion Taleworlds should swallow their pride and scale the project right back, focus on the mechanics and techniques they know are immediately possible (i.e. things they've already prototyped), and reorganise their studio so that there is an art director with total control over what people are putting out, and a supervisor of some sort who can organise the vague ideas into some kind of focused gameplay loop. I mean they probably already have this, but it's not working.
I would also probably scream for ten hours straight if I woke up and I was in Armagan's position. I do not envy the man one bit.

from a wise but hitherto unnamed man 说:
I imagine him just walking through the office stopping at every workstation and going
"But why can't we do this?"
I mean he was basically a modder who made one of the most popular games on earth
and now has essentially unlimited money
I'd probably be neurotic about it too
"I always said that M&B would be PERFECT if I just had the money and team"

giphy.gif


I expected a answer with a high degree of technical information. But well mate.....ok, it's fine with me. Taleworlds needs to solve alone its problems...
 
I'm not going to lie, I think I only saw 1, maybe two of the things in your original post. The rest I'm not sure what I was looking for, and therefore it all looked pretty good to me. In the second post, where you showed the Phong and PBR comparison, they both looked pretty similar to me also... Almost like they're both videogames  :iamamoron:. What I'm trying to say is, while these are things you've noticed (and I'm not saying they ain't important)... most people probably wouldn't notice too much of a difference. As far as PBR, the only PBR I know is beer, so I guess drink enough PBR and the game looks fine?
 
NPC99 说:
blog_post_65_taleworldswebsite_07.jpg
The Empire's capital looks like an awesome place to get lost in. There's no way I'm using menu shortcuts there. As well as the imposing scale and iconic architecture I'm impressed by the cloud formations over the city - lopsided and entirely natural. Are Bannerlord's sky boxes dynamic? :grin:

Too bad there's probably only small portion of it walkable. I hope it's not the case tho because the scene looks stunning :shifty:
 
Roccoflipside 说:
I'm not going to lie, I think I only saw 1, maybe two of the things in your original post. The rest I'm not sure what I was looking for, and therefore it all looked pretty good to me. In the second post, where you showed the Phong and PBR comparison, they both looked pretty similar to me also... Almost like they're both videogames  :iamamoron:. What I'm trying to say is, while these are things you've noticed (and I'm not saying they ain't important)... most people probably wouldn't notice too much of a difference. As far as PBR, the only PBR I know is beer, so I guess drink enough PBR and the game looks fine?

TB_ej.png

Here is a better example. The backgrounds are the same but one of the main things PBR does is allow you to use the background as a skybox and an ambient light and a litany of other things which were previously separate. Which one looks more like a bad photoshop job? Which one fits with its environment better? Now extrapolate this over an entire game. There is an upper bound to how good a game based on the left method can look. PBR is exceptionally good at rendering metal, and in a game with lots of metal in it, it makes a lot of sense why they actually ditched half their stuff back in 2015 to switch to PBR.
 
I wonder what other situations they have done to duplicating the scene, productive enterprises, sieges ...

blog_post_39_taleworldswebsite_02.png

blog_post_65_taleworldswebsite_06.jpg

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Question to Abdullah Nakipoğlu

How do you turn a concept into visual elements? Describe your process.

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check out his youtube channel... he's been gathering good information  :fruity:... https://www.youtube.com/channel/UC7T2t3a54ZEeWBh18xyGn0A
 
Scenes are pretty good arhitecture and design wise, the guy who is doing it knows the job thats why many people like it. However points of K. James are valid and detail and texture wise graphics are not improved. Which is ok for me, i dont care for them but it makes me think TW is not in control of the situation; given all the past events of the development.
mb89-s.jpg


mb106-s.jpg
These pictures are from 4 years ago.
 
Terco_Viejo 说:
I wonder what other situations they have done to duplicating the scene, productive enterprises, sieges ...

If you recall, we were also advised that all the castle upgrades were held in the same scene using TW’s layer masking system.
 
Don't worry Taleworlds, I think the 4 year old graphics still look good. I'm sure they will 10 years from now when I play it too.

I see the point Kentucky James makes, I just don't think there is the need for much improvement so why bother? Seems they are just creating more assets now to give variety and flesh out the world. (e.g more civilian clothes).

I really like the siege scenes, and I'm really hoping this will make it so that there are fallback points  like the town center or even the keep, without needing scene transitions.
 
Also another argument against Kentucky, remember that Taleworlds has plans to optimize for lower end hardware. Most likely reason is that this is potentially a setting set to help boost framerates for lower devices.
 
Kentucky... never liked it.
The atmospheric scene change for sieges is exactly what I was hoping for, also what vicwiz007 said: "and I'm really hoping this will make it so that there are fallback points  like the town center or even the keep, without needing scene transitions." is all we need. More tactic gameplay, Graphics compared to Warband are already to good, enough, better, stunning, fill my soul with joy.
 
HooTmAn 说:
Kentucky... never liked it.
Yeah, that's not a helpful comment.

BIGGER Kentucky James XXL 说:
I had a closer look at the screenshots (with another 3d modeller friend) and there are some very bad signs.


blog_post_65_taleworldswebsite_07.jpg

Look at the closest building. It's flat, essentially a fake building. Warband had these, but they were confined to the very edges of scenes. Unless this is just a mocked up scene for the blog only, it means this image is just window dressing and doesn't represent what the towns are going to be like up close.

What's more, there isn't enough space between buildings to fit a proper street system (with the exception of a very narrow street leading from the right side of the image to the castle, and they seem placed so that we see the front of them rather than to face the streets they're supposedly on. The trees are floating throughout the scene, and clipping with the building under the conveniently placed bannerlord logo.
I think you stumbled upon your answer for the flat building already. I don't think it's a mock-up, I think that screenshot is actually of an inaccessible portion of an Empire city. You noted that there isn't enough room for streets, there are some clipping issues, etc. All of these issues are dependent on viewing angle, and if this is a backdrop in a town scene then it's highly unlikely that the player will be able to view them from the same angle as seen in the screenshot. There's also lots of unnecessary polys that can be trimmed off of backdrops like this to improve performance, and you make up for that loss in model detail with things like fake depth from textures. It has all the tell-tale signs of a backdrop, so you know what they say: if it looks like a duck, and it sounds like a duck...
 
I don't know how I feel about siege state. It sounds like it will help some people with performance that might have issues. Seems to me like its gonna make attacking seem like I am running down a path. Though closing down shops seems like a good idea.
Also without there being any civilians in seiges, there wont be any civilian casualties. Is it just me or does that not fit what would have actually happened?
 
Also without there being any civilians in seiges, there wont be any civilian casualties.

Is it just me or does that not fit what would have actually happened?

In real life, if a town was being sieged, the civilians are holed up in their houses and maybe barricaded. They are not running around on the streets like a headless chicken for archers to shoot at them.

Also another reason I don't expect to see civilians is because of performance and gameplay. To have to spawn a number of NPCs to run around to get killed is taxing on the CPU and also because this can easily be a major hinderance for the player.

Can you imagine telling the soldiers to charge, but instead of running at the enemy they go left into an alley to instead attack the one homeless man? Then the enemy use this as an opportunity to charge at your archers. If your infantry actually payed attention at the enemy instead of following the homeless man running past them they could have saved your archers from being killed  :grin:
 
I agree with KJM on the graphics issues at least from what the blog is showing. Hopefully someone from the development team could provide some thoughts on it. The game graphic from all those Gamescom videos (as well as these screenshots from this blog) indeed look worse than 2 years ago in the siege play video.
 
I think that in the viking conquest there was an option after the siege in which you appeared with your soldiers in the city and you could massacre the citizens, dat was very fun XD
 
JuanNieve 说:
I think that in the viking conquest there was an option after the siege in which you appeared with your soldiers in the city and you could massacre the citizens, dat was very fun XD

true, that was fun maybe they got some new mini games for that, too. Like Enslavement, torture and rape games for ya Dungeons  :twisted: :lol:
 
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