Dev Blog 11/10/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_61_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Game development can be a tricky business. Sometimes an existing technology or tool just doesn’t do quite what you want it to do or it isn’t as efficient as you would hope. This leaves you with a difficult choice to make: change your design or create your own bespoke solution.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/81
 
What would you expect modders to do with the new UI engine thingy? Could you fx completely change the size, outline, background, icons, placement and such? Awesome blog again, can't wait for release!
 
Terco_Viejo 说:
I will not be the one who distorts the work of modders; both past and future work and much less discredit the mod friendly work of Taleworlds has done and does. In different blogs like Modding in Bannerlord, Engine 1.4, etc... it has become clear that Taleworlds bets strongly on mods and their creators making their work easier than ever. What's more, they promised to provide information through a site and through video tutorials. Worthy of praise.

The whole Community has blind faith in modders, but the game will come before mods. I don't want to generate controversy with my words, which should be interpreted as constructive criticism. Don't lynch me...
There are still many important things to know about the game (cof advanced diplomacy cof) that Taleworlds seems to have forgotten by stretching the devblogs week after week behind the shield of the "final touches".
I don't think there is any deeper meaning, I honestly think it's just because they know how much people like mods and modding.
 
It's high time we got assistant designer Cihan Şekercioğlu among us, because now we can ask him what an assistant designer does! :grin:

Jokes aside, my question to him would be:
What ideas do you have to keep the endgame still challenging but not frustrating?
(Considering in Warband, where the endgame was still barebones, all field battles were basically a breeze after a while and only sieges proved some annoyance when you had to defend alone against legions. Also, other kingdoms did not try to "team up" or prevent you in a meaningful way to conquer everything.)
 
An interesting dev blog !
Your XML for UI reminds me of Glade, do you know it ?
( https://en.wikipedia.org/wiki/Glade_Interface_Designer )

Oh, and I love this :
"After all, some problems are just opportunities in disguise!"
 
Me reading this devblog
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I'm not a modder and this was a little bland for me but it is still good background info and a further example of the care they are taking to ensure Bannerlord has a long life after release by making the modding as easy as possible at every opportunity.
 
i am not a modder my self but i am an indie game developer :grin: whom is struggling while creating the UI for my games even while using WYSIWYG tool  :lol: (i am more of a programmer rather than an artist and for my good luck it's C#) overall nice blog can't wait to give a shot at modding  :grin: when bannerlord releases
 
Questioner: "Your always trying to sell me potatoes whats with you and potatoes?"
Marge Simpson: "I just think they're neat!"

Such is this blog.
 
Good move on adopting the MVVM approach, modders will be extremely grateful when they get their hands on the released product.
 
Question/Request:

One thing I thought could be improved on in Mount and Blade: Warband is the system to grant fiefs to your vassals. Currently you have two options, assign the fief right when you capture it, or talk to your Minister in the Court later. The first options works fairly well, when you know who you want to assign it to before you capture it. The second method is what has me annoyed. Ever since I became a king of my own empire. I found that no matter how hard I tried, almost the entire kingdom would get pissed off when I assigned any fief. One system I would suggest is where you can see a list of how many votes each Vassal has for receiving the fief, and a list of how many fiefs they currently have. This would allow Kings to make better decisions on who to assign fiefs to that would not only be more fair to all the vassals, but also to please more people. If this can be be made a reality, or a system like this is being made, I would appreciate a response. All around good blog post for this week though. I always seem to day dream about this game being released but it seems like it's just out of reach. Keep up the great work, and I appreciate all the work you guys put in over at Taleworlds!

Thanks,
            JustAnL
 
i dont understand the modding stuff but looking at the item in the image seems like calradia will have bamboo forest too ?

also what minimum windows version bannerlord can be play at ? im getting sick of windows 10 constant update and ruin my potato, i start to want to downgrade it, unless if bannerlord not exclusive to windows 10 or require something from that version to work or something that can change my mind.
 
sirjoey 说:
What would you expect modders to do with the new UI engine thingy? Could you fx completely change the size, outline, background, icons, placement and such? Awesome blog again, can't wait for release!

We will be capable of creating unique screens with all of these customization options, and making new screens won't be a PITA or sometimes impossible as it was in Warband.
 
mezeimezei 说:
It's high time we got assistant designer Cihan Şekercioğlu among us, because now we can ask him what an assistant designer does! :grin:

Jokes aside, my question to him would be:
What ideas do you have to keep the endgame still challenging but not frustrating?
(Considering in Warband, where the endgame was still barebones, all field battles were basically a breeze after a while and only sieges proved some annoyance when you had to defend alone against legions. Also, other kingdoms did not try to "team up" or prevent you in a meaningful way to conquer everything.)

I would think by making us able to command huge armies of the kingdom to go take over a castle, another army to protect our town, and a third army to hunt down a lord or two.
And me too, would love if factions would team up if they had the same enemy and if we as a king could propose not only peace, but an allience.
 
Rackie 说:
mezeimezei 说:
It's high time we got assistant designer Cihan Şekercioğlu among us, because now we can ask him what an assistant designer does! :grin:

Jokes aside, my question to him would be:
What ideas do you have to keep the endgame still challenging but not frustrating?
(Considering in Warband, where the endgame was still barebones, all field battles were basically a breeze after a while and only sieges proved some annoyance when you had to defend alone against legions. Also, other kingdoms did not try to "team up" or prevent you in a meaningful way to conquer everything.)

I would think by making us able to command huge armies of the kingdom to go take over a castle, another army to protect our town, and a third army to hunt down a lord or two.
And me too, would love if factions would team up if they had the same enemy and if we as a king could propose not only peace, but an allience.

It was also said in a previous blog that we could have children that would inherit us when we die ... I think succession crisises would be a nice challenge (with the chances of it happening getting biggerfor each kids you have, your relations with them, the amount of territory you possess ... Or even between two pretenders of an elective faction if the votes are equal between the two ...)
 
Good blog, it covers its topic well and provides information for those interested in making mods.

From what I understand the new framework should make just about everything much easier to change and adapt. It's nice to see that Taleworlds is going the distance in developing their UI, which I felt was one of the weaker elements in Warband.
 
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