Asterix 说:
...Its been much too long.... when a developer says "redeveloped an engine from scratch" and yet the map icons are the same, and the whole game looks only a mild departure, after feels like far-far-far-too-long of a development period, one thinks they are taking the piss.
...but just wanting to say something different from all of the lobotomy-fanboys here.
Even Taleworlds are frustrated at how long development is taking, but they remain committed to their principles and vision. We’ve seen bugs in the Gamescom videos and will see more when Bannerlord eventually goes into early access beta testing. However, I remain confident that the final game will be worth all their efforts.
While I understand your emotional reaction, you’re argument is not supported by the facts. Bannerlord’s map icons are completely different to those in Warband:
1. Moving parties - Warband used generic map icons for parties of troops that were vertex animated and looked nothing like the units actually encountered. Bannerlord has LOD versions of the player (and presumably the ai Lord’s) actual armour/costume/equipment/horse, which use simplified and looping scene animations. Parties encountered now are WYSIWYG.
2. Town icons - in Warband you could walk through the walls of campaign map icons whether entering the town/castle or just passing. In Bannerlord, towns have single entry points (highlighted on the map) and the player is diverted to enter through a gate. Again Warband town icons were generic and looked nothing like the actual scenes encountered. In Bannerlord, TW are remaking (currently partially done & WIP) each town map icon to look like the actual scene, so places will be recognisable on the campaign map.
3. Villages - these are now surrounded by icons representing a village’s four main business activities. These are animated with a farmer cutting wheat, pigs moving in stys etc.
4. Sieges - these are now actively evident on the campaign map with animated siege engine icons hurling missiles at the besieged castle’s walls.
However, map icons in reality are not a significant reason to change the Warband engine or the major beneficiary from that change. TW changed the engine to make a series of games, not just Bannerlord. They are optomising it for:
1. Massive battle sizes (compute shader skinning, multiple cpu core usage etc). - 800 characters at 60 fps on current generation high end pcs.
2. Higher resolution graphics - 2k textures (can be increased to 4k), armour sets with 8k-10k polygons etc.
3. Inverse kinematics for more realistic animations (i.e. no more mounts remaining perfectly horizontal when climbing steep inclines).
4. PRT global illumination - more realistic shading, shadows & lighting in scenes.
5. Cloth physics - realistic cloaks, flags, hair, manes etc.
6. FMV replays
7. Multiple mods supported at the same time
8. Dynamic seasons - advancing & retreating snow, sun height adjusted for time of year.
9. Siege engines
10. New scene editor - scenes average 4km x 4km, realistic flora, layer masking system (different levels of castle upgrades layered invisibly in the same scene), realistic terrain generation etc.
Due to the features TW disabled for the Gamescom demo and early game encounters exclusively vs looters/bandits we saw none of TW’s ai battle improvements, making some encounters seem little different from Warband. However, they exist and were extensively showcased in previous years - check out the multiplayer captain and singleplayer sergeant videos.