Dev Blog 15/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_66_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Animations are a big part of video games, apart from the obvious reason (a totally still game wouldn’t be much fun, would it?), because they actually have a deep impact on gameplay. If animating a movie is hard work, just imagine animating something that will change and evolve depending on players’ input! Animations give you the visual cues you need to react to what’s happening on screen, especially in combat, so they need to feel natural and realistic. But at the same time, as a player you want to retain control over what’s going on, so animations need to be short and always keep the ability to change on the fly. Then you’ve got all the technical challenges related to motion capture – and that’s not counting animating animals such as dogs or birds, where MoCap is out of the question. This week we talk with one of our character animators, Abdullah Nakipoglu, who will give us a sneak peek at the complex process of animating characters in Mount & Blade II: Bannerlord.</p</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/86
 
I love how much work you put into models and animations. It seems that Bannerlord will be a full living world!

Will some gameplay footage be released soon? I'm really interested to see directly the huge differences with Warband
 
MangustaMicidiale said:
I love how much work you put into models and animations. It seems that Bannerlord will be a full living world!

Will some gameplay footage be released soon? I'm really interested to see directly the huge differences with Warband

Look at reply 2 of this topic for videos & trailers https://forums.taleworlds.com/index.php/topic,364140.0.html
 
NPC99 said:
Oswald III said:
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everything nice but this guy gets thrown off the horse 1 second after he gets hit

There is a tiny split second lag, which is only natural as the falling off horse animation only runs after being called by a trigger responding to the hit (i.e. afterwards) - this is not a cut scene. It's only obvious because of the viewing angle. I doubt we will notice this in the heat of battle when there's no time for idle spectating.

Thats just because another horse hit him while he was falling

jacobawesome7 said:
Ki-Ok Khan said:
The fall looks way too dramatic also feels floaty(is this a word?)

They just slowed down the animation so we can see it. It's gonna be faster in-game. I disagree that it looks too dramatic, I think it looks fine. However, if they wanted to go for realism, I think they should hit the guy off a horse irl whos with me :smile:?
 
about the cutscenes, as someone who plays in single-player I'd be wary of them because they do take you out of the immersion a bit. I'm not sure if you can easily implement them in a way in which they are good from both perspectives without doing double work.
 
Referans said:
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By the way, is the guy leaning on the wall crying or something ?
I though he is puking. :grin:

Btw while i like idea that u can fell of the horse i dont think you should fell after being hit with a sword, i dont think it have as much impact as a lance to throw out of the saddle.
 
I support the multiplayer animations dude, would really like to see that
 
Можнали упасть из лошади если столкнется несколька лошад.
 
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Yeah he was reminded of the "pushing early 2017" release date. Bannerlord_When?

You know we still never got the second part of the map blog lol vicwiz007

I’m waiting for the promised new website BayBear

Haha. Maybe in some shape or form by the end of 2018? The_BlackThorn

 
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