Dev Blog 14/09/17

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[parsehtml]<p><img class="frame" style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_07_taleworldswebsite_575.jpg" alt="" /></p> <p>A game engine is one of the core components of a computer game. Licensed game engines tend to offer a flexible approach to game development by providing a variety of options and features for a wide range of genres. However, developing your own game engine allows you to create exactly what you need for the task at hand. Granted, it is a monumental task to undertake, but we feel that the benefits far outweigh the time, energy and financial investments required to produce something which will allow us to achieve our goals and ultimately improve the quality of the final product. Our engine, which was built entirely in-house, focuses on the crucial needs of Mount & Blade II: Bannerlord. It is tailored to helping the game reach its full potential, which is something that would be hard to accomplish with another engine. This is what our engine team tries to achieve. Smooth gameplay, big battles and great visuals are their primary ambition. Murat Türe, Lead Programmer of the engine team, works on making Bannerlord optimised, moddable and huge, while retaining all of the key features which made our previous games so successful.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/25
 
AmateurHetman said:
Hulagu said:
Best post until now, and it is the question;

1- How can we control whole army instead of just one class if the battlefield size is 4km square? or are you focusing just the control of one class?

What do you mean? You'll control a whole army like in warband if you are the only commander or other lords join the battle on your side.

I mean in warband battles are occurs in relatively much more smaller battlefields, so it is easy to control whole army. As you can see some gameplays parties are bigger and battlefields are more complex ( so i loved it ), i think it is obvious control of the armies will be more challenging
 
I mean in warband battles are occurs in relatively much more smaller battlefields, so it is easy to control whole army. As you can see some gameplays parties are bigger and battlefields are more complex ( so i loved it ), i think it is obvious control of the armies will be more challenging
Well, if AI can give you control to a small part of the army, it makes sense that you can yourself give control to parts of your army to companions. For the rest, maybe a minimap ? And 4 km² is not as big that you think. It's huge, but from a hill we could see each end of the map.
 
Hulagu said:
AmateurHetman said:
Hulagu said:
Best post until now, and it is the question;

1- How can we control whole army instead of just one class if the battlefield size is 4km square? or are you focusing just the control of one class?

What do you mean? You'll control a whole army like in warband if you are the only commander or other lords join the battle on your side.

I mean in warband battles are occurs in relatively much more smaller battlefields, so it is easy to control whole army. As you can see some gameplays parties are bigger and battlefields are more complex ( so i loved it ), i think it is obvious control of the armies will be more challenging

I see no reason why the player won't be able to control the whole army. In both siege videos and the pc weekender battles, the player has full control like in warband. The sergeant system is something new and perhaps more immersive which involves you in a mixed army commanded by an AI lord.
 
He says the engine counts with an "Inverse Kinematics system". I know what Inverse kinematics is, but how is that system exactly? What does that mean from the perspective of the game engine and the animations? Is it any similar to GTA IV engine and its ragdoll animations instead of the canned predefined ones?

Very nice it got a bit techincal.
 
Judging by the videos out there, it looks like a combination of two. The "death" animation which is predefined followed by the ragdoll physics. But this is not the subject of the IK system.
I believe, not sure though, the IK system was noted by Murat as an improvement to how the skeleton model reacts to surfaces in the game. It means that the engine will detect the plane angle on which the skeleton rests and will modify the standing posture according to it (which was not the case in Warband).

as here opposed to flat here(could not find any proper image with Warband :smile:)
 
"Bannerlord relys even more on CPU than Warband".
Considering that I get problems with an overclocked i7-6700k and battlesizes over 200, it makes me wonder, how "big" the battles in Bannerlord will be.
 
''Visually I really enjoy our new cloth simulation system, but I must admit that the particle effects in big battles are my favourite.”
-That Khuzait helmet and particle effects in the desert reallt looked nice yes.
“Improving stability, performance and visual quality at the same time, without sacrificing any of them. We devised a way to handle this using a detailed integration system, lots of automation, and with our hard working QA team!”
-Hyped lol
“Currently, I am checking and improving the performance of medium to very low hardware configurations. It is important to us that players get to experience a smooth and enjoyable gameplay experience. We are constantly trying to refine the engine to ensure that this is the case.”
-So we can estimate only things like these(caring for the low configurations) remain to do ?
“My favourite faction in the game would have to be Khuzait, for cultural reasons.”
-How happy are those who say I am a Khuzait(only we can understand this joke) XD
''Currently our aim for battle sizes on current generation high end gaming CPUs is at 800 characters, at 60FPS.
The size of scenes is generally around 4 km square, which is much larger than in Warband, and scene creation is much faster.''
-Armagan said 300 vs 300 currently in Gamescom and I was totally happy with it nice that you guys carried it to 800 characters who have their own AI bravo !!!
''With all of the CPU and hard drive optimisations we try to achieve <1 second loading times on these bigger scenes."
-I sometimes wonder if we deserve it lol

Thanks for this satisfying blog and refreshing the hype TW!
 
yosuke30 said:
"Bannerlord relys even more on CPU than Warband".
Considering that I get problems with an overclocked i7-6700k and battlesizes over 200, it makes me wonder, how "big" the battles in Bannerlord will be.

it doesn't matter if you have a small car or a Ferrari, if you drive on a road with a limit of 40 km/h, you won't be going any faster.

Bannerlord is a new road with, lets say, 200 km/h limit  :razz: . Get your racing car ready.
 
kalarhan said:
it doesn't matter if you have a small car or a Ferrari, if you drive on a road with a limit of 40 km/h, you won't be going any faster.

In my experience this is not the case.
 
yosuke30 said:
"Bannerlord relys even more on CPU than Warband".
Considering that I get problems with an overclocked i7-6700k and battlesizes over 200, it makes me wonder, how "big" the battles in Bannerlord will be.

Strange, I don't have any problems until over 300 (though I don't tend to max out the graphics), and all I have is an i5-3470 @3.20 GHz. Some people reckon they can have a fair bit larger battles than this without having top end PCs as well.
 
Electre said:
He says the engine counts with an "Inverse Kinematics system". I know what Inverse kinematics is, but how is that system exactly? What does that mean from the perspective of the game engine and the animations? Is it any similar to GTA IV engine and its ragdoll animations instead of the canned predefined ones?

Very nice it got a bit techincal.

I think he's just saying they have it now. If I understand right IK is just like having joints on the model's connected and mapped together, so like if I applied a force to the hand and pulled it forward the rest of the body would follow, the arms shoulder and waist moving correctly (assuming it is rigged up right). I am pretty sure warband didn't have anything like that and just used pre canned animations, though I guess IK can mean a lot depending on how it's done.

Assuming its basically going to give better ragdolls and help walk animations look good on uneven terrain.
 
Battle sizes of 800 units on high end gaming PCs! That's so insane!

The one time I cranked Warband up to 400 units per battle the experience was pretty crazy, 800 units sieges would probably be insane!
 
This really gets me excited for map editing! I loved it in Warband as much as the game itself, and that's when the editor was a complete turd. Bannerlord will be heaven  :oops:
 
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