Dev Blog 08/11/19

Callum

Community Manager
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Lighting is an extremely important aspect of any modern game. Bad lighting can make the most detailed models and textures seem drab and lifeless, while good lighting helps to bring together the different visual elements on-screen to provide a more realistic and aesthetically pleasing polish.


Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/130
 

vicwiz007

D
Knight at Arms
M&BWBWF&SNWVC
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Oh man :roll:

Just another filler until the few weeks before March when you have to start giving us the details we care about.
 

Memoefe

Sergeant at Arms
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I just drolled. I have a question tho. In gamescom and earlier singleplayer footage closed places such as taverns and keeps etc seemed too dark. Was lighting effects updated in those videos?
 

mike56

Master Knight
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Again no singleplayer gameplay mechanics explained? Man, I'm not even gonna bother reading this  :facepalm:
 

vota dc

Sergeant Knight
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mike56 said:
Again no singleplayer gameplay mechanics explained? Man, I'm not even gonna bother reading this  :facepalm:
There aren't in multiplayer too. They were before beta like the ulfhednar chopping 2 cataphracts with one swing: those perks were in single player gamescom 2018 too. Right now all skills are placeholders and there aren't real perks.
 

Grumpy181155

Sergeant
WBVCWF&S
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Well, I read it all, understood less than half of what I read but I love the accompanying pictures  :party: :party:

I might be wrong but since the Beta started and EA was announced the content of the blogs seems to have concentrated on peripherals rather than game content or mechanics.
 

FBohler

Knight
WBNWWF&S
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I very much enjoyed this blog.

It's an interesting sneak peek into the development process.

And it's good to know they have the GI at their intended levels this soon before EA launch.
 

Seleucid

Regular
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They already had a blog on global illumination, how many of us said they'd start reusing blogs.
 

Captain Obvious

Sergeant Knight
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Eh... won't lie even though I enjoy the lightening quite a bit, I skipped most of this blog. I think a like 30-60 second video with a compilation of different lighting in different areas would have really lifted this blog.
 

FBohler

Knight
WBNWWF&S
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Seleucid said:
They already had a blog on global illumination, how many of us said they'd start reusing blogs.
But they did give some more info and most important, they basically confirmed GI is done.
 

Worldsprayer

Recruit
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I'm kinda curious as to why they're beginning to regularly miss dev blogs. I'm having flashbacks to years gone by.  They'd done a really great job for a long time, but now it's multiple weeks in between articles requiring roughly 2 hours to write and proof and get screenshots for. 
 

marxercise

Recruit
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Am I the only one having difficulty with this sentence?
"Firstly, we didn’t want to place probes everywhere as this would save huge amounts of memory and hard drive usage, which was one of our initial design requirements."
I think MAYBE I get it now that I've read it five times, but the peculiar phrasing and ambiguous referent still raise doubt.
 

DtheHun

Sergeant Knight
M&BWB
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How static is the thing? For example, if I open a door (like in old Mount&Blade tutorial) will the lights from one room infiltrate into the other, or it's sticked to the staring geometry of the level?