Dev Blog 13/09/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_57_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>The main advantage of creating your own game engine is that, instead of being a Swiss-army knife (second-best in everything it tries), you can craft it to specialise in what you need it to do. As you know, we created an engine from scratch for Mount & Blade II: Bannerlord. We had many goals when we started working on it, but three of them had top priority: of course it had to do what we needed in order to create a huge sandbox game such as this one, but it also had to be easily moddable, and on top of that, it had to be flexible enough to work on low-end computers. In this week's blog, we talk to Engine Programmer, Burak Dermanli, one of the people responsible for the engine and its optimisation for all kinds of computers.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/77
 
Kentucky James said:
NPC99 said:
I agree that engines aren't static. Hopefully, Bannerlord's engine will prove a suitable platform for upgrades for years to come - clearly Warband's engine wasn't.

Taleworld's Engine got tonnes of upgrades over the years and even modders were able to add things to it which were experimental ideas back when m&b was developed (SSAO, SSR, Parallax Mapping). There just comes a point in coding where it's more straightforward to programme from scratch than try to replace the old stuff.

Not just coding. An engine that can't access more than 4Gb of ram or use multiple CPU cores doesn't have a future.

Arnulf Floyd said:
...I want to play native Bannerlord before switch to mods

You'll have to play Bannerlord for a long time. Full conversion mods will not materialise quickly - they take time.  :grin:
 
NPC99 said:
Kentucky James said:
NPC99 said:
I agree that engines aren't static. Hopefully, Bannerlord's engine will prove a suitable platform for upgrades for years to come - clearly Warband's engine wasn't.

Taleworld's Engine got tonnes of upgrades over the years and even modders were able to add things to it which were experimental ideas back when m&b was developed (SSAO, SSR, Parallax Mapping). There just comes a point in coding where it's more straightforward to programme from scratch than try to replace the old stuff.

Not just coding. An engine that can't access more than 4Gb of ram or use multiple CPU cores doesn't have a future.

Both those things can be coded in to any engine, theoretically. An engine is just code. For example fallout 4  and skyrim use around 5-8GB of ram and use 4 cores, but they're just an updated version of an engine which dates back to 1997.

If there isn't a gigantic paradigm shift in the way graphics are produced in a game (the last one was around 2014-15), the bannerlord engine shouldn't go "out of date" for the foreseeable future. And even then, both bannerlord and fallout 4 were in development during that shift, and were able to update their engines during the development cycle in order to keep up (although some work was scrapped). When new graphical techniques are invented or made feasible by new graphics cards, somebody will publish a maths paper explaining how it's implemented, and they're implemented into game engines relatively easily. For example the developer in the blog actually mentions how he had to do a lot of this stuff on his own:

I currently work on improving our flora billboard system. I am implementing a modern technique which utilises parallax mapping so that you won’t be able to notice transitions between actual trees and billboard ones.

Granted parallax mapping is fairly old at this point, but the way he's using it isn't.
 
After Bannerlord is OUT maybe Taleworlds could update his Warband engine that would alllow to all people with lower PC to play fantastic mods and mods into Warband to continue living. Like you said total converison mods in Bannerlord will not comme faster. Maybe why not using a remix of Bannerlod engine to Warband... Optimizing mods is such a pain.
 
Ettenrocal said:
After Bannerlord is OUT maybe Taleworlds could update his Warband engine that would alllow to all people with lower PC to play fantastic mods and mods into Warband to continue living. Like you said total converison mods in Bannerlord will not comme faster. Maybe why not using a remix of Bannerlod engine to Warband... Optimizing mods is such a pain.

After Bannerlord's release, I expect TW will focus on DLCs, which produce additional revenue streams - naval battles, coop etc. if they could have upgraded Warband's engine, I doubt they would have invested so long in creating a new one for Bannerlord.
 
I imagine that the task of updating Warband is too time consuming to be worth updating when that effort and time could have been spent working on Bannerlord.
 
I am not all that well informed on the subject of game engines, I only have a nebulous idea of what they actually do though I understand they're important, so please excuse my ignorance.

Would it be possible to transfer Bannerlord's engine into Warband after its release?, or would their be no point? (as assets/scripts might not be able to be translated, etc., so therefore transference is more effort than it's worth.)
 
What you are asking is the same thing as asking to take a motorcycle engine and put it inside a truck engine. Why would you want to do that?

Its much more easier to translate a warband asset to a Bannerlord one by remaking it inside Bannerlord.
 
After playing Total War games these days, next ideas regarding combat raise in my mind

I hope as spears will be enough powerful against cavalrymen
Light infantry need more importance
Battles lasts very short in Warband, I hope as will be longer(I not want to be hours but 30-40 minutes are enough
Large range of commands and tactics from cantabrian cycle to skrimish
Weather
I want as player to be more in control of soldiers
 
Lord Engineer said:
I am not all that well informed on the subject of game engines, I only have a nebulous idea of what they actually do though I understand they're important, so please excuse my ignorance.

Would it be possible to transfer Bannerlord's engine into Warband after its release?, or would their be no point? (as assets/scripts might not be able to be translated, etc., so therefore transference is more effort than it's worth.)
I don't know about game development, in terms of assets and stuff, but I don't see the point of doing that. I mean yes, low pc would be able to run it, but first of all, TW already optimized BL to run on old computers, and second of all is, if you're going to update your old game, why make the new one anyways? Bannerlord is in all, an expansion from Warband. Now if what you're asking for is playing in the world setting that Warband has, well, we will see a mod in no time that recreates Warband for us to play.
 
I am struggled as Warband engine not allow deep historical mods but I hope as with new engine we will see increase of popularity of historical mods
 
You know, after reading the last page or so of posters wanting this, or wanting that ... You know what I want?

Zendar.

Bring me back Zendar, and the salt mines, and Dark Knights, and most importantly BRING BACK RIVER PIRATES.
 
Arnulf Floyd said:
After playing Total War games these days, next ideas regarding combat raise in my mind

I hope as spears will be enough powerful against cavalrymen
Light infantry need more importance
Battles lasts very short in Warband, I hope as will be longer(I not want to be hours but 30-40 minutes are enough
Large range of commands and tactics from cantabrian cycle to skrimish
Weather
I want as player to be more in control of soldiers

Those are minor issues, that are of no importance as long as AI is dumb. No point in introducing a bit more advanced tactics if looters can't even count themselves and compare the number with enemy (dude, there are so many of them, you think we could maybe surrender or sth?). Not to mention formations and stuff.

VC made it better, however, due to large map sizes and poor battle engagment mechanics it was unplayable. You had to dumb AI back or every battle would start with 5 min walk to the other edge of the map.

Face it like a man: bannerlord combat will be arcade'y untill some mods will show up. No shame innit. Just sayin.

I am struggled as Warband engine not allow deep historical mods but I hope as with new engine we will see increase of popularity of historical mods

Wha?
Brytannewalda and VC later on were great, man.
 
annoying things in gamescome show for me were :

1- looters have same culture all over the map. no difference between them in asserai land and valandia all are same.

2- the aserai  units have a very low cloth varity, all of them almost have a same cloth.


3- horses have not color feature, player cant know the horse color before using it.

4- the battle land are very similar to each others in each area.


5- why low level player can easely access to lords and speak with them. i sugest after gaining perticular renown player can ask some of citis known characters to introduce him to the lords that are frind with theme

6- shops are very cheap. in one video you can buy them just with 2000. its cheaper than good hoses


there is so many of this little stuffs in the game that can bother players
 
I know as M&B combat system is arcade-y but I've refer with historical mods as were few compared to fantasy ones because Warband not was build as a historical game. 1257 was too ambitious and large resulting in many flaws, but that based on a region namely Hispania 1200(including many mods using as base) and 1429 are more detailed and better concentrated
 
great_khan said:
5- why low level player can easely access to lords and speak with them.

:lol:
It's funny how in warband you can show up to the capital city of a kingdom and just stroll up to the king as he's leaving, and ask him what the grand strategy of his entire military is. Or how you can threaten to kill the king, and he says "prepare to die!" Even if it's just you armed with a tiny dagger, and then he retreats to his battle line and tries to tactically engage you.
 
I know as Bannerlord is a good game but if keep same boring gameplay in which economy not played a role and kingdom management is almost non-existent, Warband make players after a while switch to other games more enjoyable and more addictive even some as me return to old games played by me before Warband. Taleworlds must make Bannerlord immersive and captivating
 
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