Dev Blog 21/02/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_78_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade games have always primarily focused on the core gameplay mechanics over the visual appeal of the game world. And while this is something which remains true for Bannerlord, we have worked extensively on improving the overall visual quality of the game with the aim of making the experience more immersive and enjoyable for players. In this week’s blog, we would like to talk about one of the improvements we are currently working on, which will help to bring battles to life and will give players a real sense of the gritty and brutal nature of warfare.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/98
 
RKStranger said:
As pointed by other people, particle effects have been talked in at least two previous blogs and information in this blog seems to indicate the original is being refined currently. If part of the team (engine or graphics?) is working on such detailing and refinement job, I am guessing two scenarios: 1) most parts of them are at least release quality but something (maybe scene creation/tuning) is delaying the release, so they start to do refinement instead of waiting; 2) TW really wants to shock the gaming industry with an impressive 'almost' perfect game from a relatively small studio.

The previous 2 blogs were good. While this showcases blood from up-close it's still an extremely stupid filler blog. They are just taking the piss at this point and they won't grow the balls to tell us of a release window frame because they feel bad about what happened back in 2016. But its 3 years later now, if they still cant talk about a release window then that's bad on them. Instead of ****ty blogs like this, they could revisit key parts previously showed. Replay editor, Weapon crafting, in-depth combat, quest design with a video showcase, character creation, companions etc. They have said that they want to leave a lot of game mechanics without revealing them so we can get surprised in game and that is fine, and I do know that they do not owe us anything but this is just ****ing stupid now. If you collectively go back to all the blogs, from the very start, you will see that less than 20% of them are actually useful or hype generating. I am aware it's their game, yes, but come on.
 
That sword in the first picture looks so flat like a ten polygon model. But maybe just the angle of the taken pic.

Can't wait for the game when it's ready.
 
578 said:
they could revisit key parts previously showed. Replay editor, Weapon crafting, in-depth combat, quest design with a video showcase, character creation, companions etc.
The devs should have a look at this thread (if they haven't already) to get some ideas for blog topics that should be revisited.
 
Love this blog. The blood decals on armor look the best but it does seem very misty when being spilt. I can't wait to look at my character and bodyguard after a long siege battle (probably just red colored men). The abilities given to modders is making me almost more excited for the full conversion mods than the native game.
 
HawkyX said:
That sword in the first picture looks so flat like a ten polygon model. But maybe just the angle of the taken pic.
Seconded.
Also the texture of that sword/saber on the screenshot looks low-resolution
blog_post_78_taleworldswebsite_02.jpg
...and gives me KCD flashbacks.
h-340.jpg

I hope it's just bad screenshot or some placeholder item because even now for Warband (and its average shaders) there are prettier OSP/mod sabers.
 
For modularity and for the ability to easily make changes during development, we use a collision info .xml which defines the particle that is generated from the combination of actors and surfaces. Modders will be able to add new materials and collision particles, as well as change the values of already defined collisions.

I’m pleased we can tweak the values defined by collisions as I would like to moderate the excessive blood sprays seen in Bannerlord visuals, making them more conservative  - personal preference.

Whereas, for attacks, the particle type is determined by the type of weapon used and the surface the weapon hits.

I’m slightly concerned if the particle effects are only governed by the weapon used and the surface hit. That suggests the spray effect will reflect cutting, piercing or blunt damage adjusted for armour type. If so, blood may be hard coded - permits only one type of blood and varies the particle emission. I’d also like to be able to vary the type of blood according to the race or animal - green or black blood for goblins or dragons and red blood for humans etc. Is this moddable?

BTW I like the blood decal effects on the helmet in the screenshot, but found the blood decals on the cloak gif in a previous blog too shiny. Do decals use the same shader on metal and cloth?

BayBear said:
We use a large texture atlas for different splash effects on agents. With this, we can assign the index for an atlas position to a particle effect. Later on, we project the splash decals onto the agents with a dedicated shader. This way, we can render up to 32 decals on a single agent in an optimised way.

Could someone explain what a texture atlas is and why it optimally works?

A texture atlas is a single texture that contains lots of different images. It avoids having one texture for each image, reducing the number of draw calls (one per texture/material) processed by your computer.
https://jordyvandortmont.com/thesis/
 
578 said:
RKStranger said:
As pointed by other people, particle effects have been talked in at least two previous blogs and information in this blog seems to indicate the original is being refined currently. If part of the team (engine or graphics?) is working on such detailing and refinement job, I am guessing two scenarios: 1) most parts of them are at least release quality but something (maybe scene creation/tuning) is delaying the release, so they start to do refinement instead of waiting; 2) TW really wants to shock the gaming industry with an impressive 'almost' perfect game from a relatively small studio.

The previous 2 blogs were good. While this showcases blood from up-close it's still an extremely stupid filler blog. They are just taking the piss at this point and they won't grow the balls to tell us of a release window frame because they feel bad about what happened back in 2016. But its 3 years later now, if they still cant talk about a release window then that's bad on them. Instead of **** blogs like this, they could revisit key parts previously showed. Replay editor, Weapon crafting, in-depth combat, quest design with a video showcase, character creation, companions etc. They have said that they want to leave a lot of game mechanics without revealing them so we can get surprised in game and that is fine, and I do know that they do not owe us anything but this is just **** stupid now. If you collectively go back to all the blogs, from the very start, you will see that less than 20% of them are actually useful or hype generating. I am aware it's their game, yes, but come on.
Ya the fact the last gameplay we got in the last 5-6 months was a 50 second sound demo is ridiculous. If the Bannerlord really was coming out this year you would think they would be more comfortable showing gameplay of at least some of the dev blog topics. For instance instead of showing us 2 stills of the blood textures why not a 1-2 minute video of it in action?
 
primethief147 said:
578 said:
RKStranger said:
As pointed by other people, particle effects have been talked in at least two previous blogs and information in this blog seems to indicate the original is being refined currently. If part of the team (engine or graphics?) is working on such detailing and refinement job, I am guessing two scenarios: 1) most parts of them are at least release quality but something (maybe scene creation/tuning) is delaying the release, so they start to do refinement instead of waiting; 2) TW really wants to shock the gaming industry with an impressive 'almost' perfect game from a relatively small studio.

The previous 2 blogs were good. While this showcases blood from up-close it's still an extremely stupid filler blog. They are just taking the piss at this point and they won't grow the balls to tell us of a release window frame because they feel bad about what happened back in 2016. But its 3 years later now, if they still cant talk about a release window then that's bad on them. Instead of **** blogs like this, they could revisit key parts previously showed. Replay editor, Weapon crafting, in-depth combat, quest design with a video showcase, character creation, companions etc. They have said that they want to leave a lot of game mechanics without revealing them so we can get surprised in game and that is fine, and I do know that they do not owe us anything but this is just **** stupid now. If you collectively go back to all the blogs, from the very start, you will see that less than 20% of them are actually useful or hype generating. I am aware it's their game, yes, but come on.
Ya the fact the last gameplay we got in the last 5-6 months was a 50 second sound demo is ridiculous. If the Bannerlord really was coming out this year you would think they would be more comfortable showing gameplay of at least some of the dev blog topics. For instance instead of showing us 2 stills of the blood textures why not a 1-2 minute video of it in action?


This is exactly what I mean, it feels like we live in 2017, a whole blog dedicated to blood. Which we knew from the very first gameplay video that it existed. They live under the illusion that the majority cares about technical levels and how many layers of textures can be applied. I am motivated to go through every major blog on steam and here, gather comments and even on known youtubers' coverage videos and reddit aswell, screenshot comments and number the negative and positive ones. Because I do not think they understand that most do not like the blogs and how much useless information we get that we do not care about. Most comments are sarcastic about how it will never get released, calling blogs 'useless info' or simply request release dates. I do not know what world they live in. They will probably come back with something cliche like ''We do not know when it will get released'' or ''We dont want to break promises again'' or some stupid crap like that.


On the point made about the demos we had months ago, they were all by extremely bad or below average players who knew nothing about mount and blade and the gameplays, by 90%, are causing pure blindness with how clueless the players were.
 
Mount and Blade was the only game I know of that allowed you to be covered in the blood of your enemies.  I still have memories of my best multiplayer battle where I was literally covered head to toe in blood but hadn't lost any health...helped **** with the minds of the couple enemies remaining in the round, lol.

Good to know they are retaining and improving it further still.  I am sure the mud will add to this.
 
After a certain response to my post, I went back and looked at the blog pictures again. Really, how is anyone impressed? It looks like the guy was shot with a high powered rifle then struck with the sword.

I mean, that dude must have swung damn hard to get blood to mist like that. Just don't make no sense. A splash, or trail even, that would have been better than red mist.
 
HawkyX said:
That sword in the first picture looks so flat like a ten polygon model. But maybe just the angle of the taken pic.
I was waiting for someone to mention this... but do you honestly think it will matter when you're fighting? As seen in the videos of the weapon builder, they can look pretty good. Nobody has ever complained about the way weapons look when they watched battle gameplay, and that's what really matters.
 
I don't want to seem like a nitpicker but I want to bring up a detail I have noticed that has been bothering me for some time. The chainmail (or maille).
It looks to be a butted form that not only is much easier to force apart but has quite wide ring gaps. It also has the shiny look of galvanized steel.
51Dv3.jpg

1mFhL.jpg
I would really love to see this:
OdaXb.jpg
Not only are the rings not overly large but the overlap with the washer shape makes the mail not only more protective but better looking.

I know this is a personal preference and probably can be easily modded in but I would be very happy to see this in native. I am unaware if this has been discussed before but much like the changes people ask for in leather armor I think it should be considered.
 
BayBear said:
We use a large texture atlas for different splash effects on agents. With this, we can assign the index for an atlas position to a particle effect. Later on, we project the splash decals onto the agents with a dedicated shader. This way, we can render up to 32 decals on a single agent in an optimised way.

Could someone explain what a texture atlas is and why it optimally works?

Texture atlas is a big image file  that has multiple image textures in it. Now your poor pc needs to load only one image when the other way would be to load every texture separately as a different file. So it's optimization.
 
I just want to point out that Callum made no mention of who he is interviewing next week or what kind of questions we should ask them.

In fact, the whole way the dev blog ended was really inconsistent with those in the past. And as others have pointed out, this I believe this is Dev blog number 99? Not to get all worked up but, release date next week, boys?  :fruity:


Other than that, I think the particle effects look great, and I'm especially impressed with the decal layering. However, we've already covered this is previous dev blogs, really there should be more of a splash or a slinging of blood, and the sword and armors look really bad up close. I know it doesn't affect gameplay but as I've said in the past it could dissuade potential buyers and reduce our chance of seeing more M&B in the future.
 
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