Dev Blog 08/11/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_110_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>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.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/130
 
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?
 
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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.
 
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.
 
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.
 
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.
 
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. 
 
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.
 
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?
 
Worldsprayer said:
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.

They are too busy with the beta and they don't want to talk about things that would spoil the full game, the topics we demand to know about are not implemented or poorly implemented, aside from the fact that Callum probably is doing PR/testing/preparing the new forums/etc because the boss doesn't want to hire more people. I actually prefer to wait until March to know more stuff about the game, even though I am expecting some kind of delay to be honest
 
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