Dev Blog 21/06/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_45_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In Mount & Blade II: Bannerlord, whether you are trading goods or taking part in a military campaign, a large portion of your time will be spent traversing the campaign map. The campaign map acts as your portal to virtually every other aspect of the game: the diverse array of settlements, the huge and epic sieges, battles, trade, diplomacy, etc. In this week’s blog, we would like to show you some of the work we have been doing to improve this core feature of the game.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/65
 
This is great, if castles/cities can act as choke points in mountain passes only allowing their own faction through it will be perfect.
The map gives an entirely different feeling, actual settlements instead of icons plopped down.
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Would love to see more  :party:
 
first i really hope we will be able to play single player campaign off line, my internet is off often and warband is my go to when that happens would be grait if Bannerlord was the same  and would be nice if a lords army or your own was in  a city or castle 1 or 2 npc represent the different armys so 1 or 2 soldiers from each armys in the city walks around like the rest of the npcs when you start recognizing  the different crests of the lords you could tell witch lords where in the city by seeing these npcs.
 
Screenshots look promising but it is time we get a new gameplay video  :neutral:
 
NPC99 said:
The city icon is great. As world maps are now built in the scene editor, can city icons have collision meshes to stop parties ghosting through walls? Failing that, I presume the same movement restrictions can be achieved with the ai navigation mesh.

Cities block movement (and have specific entry points if I remember correctly), I spotted this in a previous video then Captain Lust confirmed it.

Edit: This was a long time ago though, so who knows. I hope it's still the case.
 
Questions for 3d-artist Ömer Zeren:

How long do you on average take time to work with one model from scratch to finished model?

When doing a 3D-model, what's your favorite part of the whole process?

What is your favorite software?

Do you have some special needs for the reference art so that you can create a model from it fluently? (good quality reference art vs. bad quality reference art.)

How much can you use your own creativity when modeling game models? (You can make slight edits to the references or you need to make exactly similar one than what it  is in the original 2d-reference?)
 
This one qualifies as one of the bestest blog in the history of best blogs. Very informative
And the map icon nd terrain definition is just stunning, properly incredible. I can already feel the lag that it won't fail to create with my old goat of a computer
Thanks a lot TW
 
Big Bad Pent said:
Y hath no one else posted?
Sweet news. Will castles and towns still be completely passable or will they be able to function as chokepoints in mountain passes, river crossings etc?

dis
is
gud
kwestion
 
Targir said:
Wow, Looking good.  I'm ready .  I'm smelling release date sometime soon =)

I hope your smelling correctly and just your old socks :wink:

Those are the campaign map castles  OMG  :eek:  I am really looking forward to this.  Great blog and great work TW.
 
please compare a pic of the worst settings and best settings to see if my poor laptop will be able to run BL just like it does with WB on max low settings
 
SE4 R@1DER said:
please compare a pic of the worst settings and best settings to see if my poor laptop will be able to run BL just like it does with WB on max low settings


Maybe I am not understanding correctly but if your computer can only play WB on the lowest settings then I would think that it will not be able to play Bannerlord.  But having said that I wouldn't think minimum system requirements would be published until just prior to release.
 
I suppose we can blame the delay on this partially, although I won't say it wasn't worth it. The blog may have been shallow, but think about how good this will feel, and what it means for modding.

I hope part 2 shows us how they removed lots of mountains  :lol:
 
The Bowman said:
This blog proves that they are actually listening to some of the more reasonable ideas posted here. I'm absolutely sure someone suggested that on the forums.
Yes, someone suggested it...

Thanks, comrades-developers  :smile:
Callum, thank you  :wink:

I hope that "someone" actually helped you.
I also hope that on the global map we will see rain, snow, wind, wolves howling and dense forests and marshy swamps.
https://forums.taleworlds.com/index.php/topic,372318.msg8884430.html#msg8884430
https://forums.taleworlds.com/index.php/topic,372318.msg8882482.html#msg8882482
Yaga said:
To control the movement of units, directing them in the right direction, you can use mountains. But not only the mountains are suitable for this.

Here, for example, the hills with steep, rocky shores.
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aIzYT1c62CLJwaDafvqpPKLTfo_dRDvDHmn4cf75IQszQSHMwNAOCbjJ3rCDdFlb-8-OGl4xEa9Tsjq3aBYNC72k7K48xkJn89AiTmXskjBPuB2n7D8_16bf02glr7253J6gsvWLYGkQBXS1u2bo_weqdXxetIKVRWXBerk6sMXKLOdoUhoDY1APKq1DY3_RX3H_y7HdS-hfBVTwoRqNY63JhoVkvJ93B_EOzlgOF1V2LMlriGOBOIkntWyebOf_7xDJpl-DFM5aZHzR6XqKh73RoarDe6_LYurn7DBe0fQ5mUNmC97cbca29EE00zywe9hJr9IBxCy6x-pS433_pwVoCIWTcvHqewKCQNWoOySvGqFRnNMYjdUBmu_GT1bJ5qHEWX-wn392Y9SbOPZuPvWExUc3iM97bKS143SYkuGmIvuV59KOfpsU5_1TjwoUuhq4heJTUqoHU8jxyJnnFrrHn_XuCX4mGlW-qpJ0EIWCP11n6mx5wk10_YmAi3vLbEzof3RZPTL0Oc8lBiJYKyIMV74w_Ky_UaNawdKxo30Ny1MtfxzFeqwXBLHlw3wYbgAQeD_WQaOBrp9QeBLITigQ8hbhXyqhMRsJ8bE1uSOCaonwPA=w1066-h599-no

Or even ravines.
ovrag1.jpg

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(In the photographs, Russia, the Cretaceous hills, the River Don)

The swamp.
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Marsh.jpg

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Yaga said:
Something I do not know today, where to start ...
I'm grateful for the fresh screenshot of the map, though I expected a slightly different picture, but I will talk about the one that is.
I'll have to refer to my first posts on this site.
I wanted to draw new ideas for a global map, but with this screenshot it probably will not work. Well, I have old drawings  :wink:
So, I'll start in order.
The screenshot is likely to be the morning, which also confuses me a bit ... I expected that there will be two screenshots - day and night.

1.
The names of cities are liked by one person, but others are not. I suggest that everyone look at the old screenshot, on which I completely deleted the names of the cities.
Do you see the difference? Without the names of cities, it's more like a living world.
I understand that it's impossible to refuse names altogether - we must look for a compromise. Surely they should be reduced in size. You can depict in the form of flags on the towers, so that they look harmonious. A coat of arms can be drawn on individual flags of a smaller size.
It is possible to think of something else, but probably it is necessary to change that that is on something another.
And so it turns out a map of names, words, color strips, and not a map of the living world.

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Sorry that I write a lot, but I expect that those who make a global map read it, but they need to explain all the details and ideas.
===


2.
The screenshot is hard to see the villages, but let's see what is there and compare it to my old drawing.
In my old drawing I propose to make living villages with mills (there are two of them - water and windmills), fields, animals, light in the windows, smoke from the pipes, hovering birds.
At the same time compare how exactly all this is drawn from me and compare with the new screenshot. Let me remind you that I drew an ordinary mouse in PaintNet, which is very difficult.

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=== 


3.
Forest. My favorite forest :smile:
What for him to say, but nothing - he did not change at all, as he looked like bath brooms, he stayed like that. All trees are the same, the same color, type, size, shape and with upward branches.

This is not a tree, but a broom for a bath:
berezoviy.jpg
But I believe that the developers and Armagan have heard me and are working on new trees!

I do not see coniferous forests. but they certainly you have.
===


4.
The mountains.
I once wrote about mountain ranges.
Here you fellows - made both mountain ranges and separate mountains.
But I want to tell you a little more :smile:

Mountain ridges are different - with a sharp crest, as you drew.
And it happens with intermittent.
I would not make such a long sharp ridge at the mountains.
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%D0%9F%D1%83%D1%82%D0%B5%D1%88%D0%B5%D1%81%D1%82%D0%B2%D0%B8%D0%B5-%D0%BF%D0%BE-%D0%A0%D0%BE%D1%81%D1%81%D0%B8%D0%B8-%D0%A3%D1%80%D0%B0%D0%BB-%D0%B3%D0%BE%D1%80%D0%BD%D1%8B%D0%B9-%D1%85%D1%80%D0%B5%D0%B1%D0%B5%D1%82-%D0%A2%D0%B0%D0%B3%D0%B0%D0%BD%D0%B0%D0%B9-1.jpg

There are mountains without an acute ridge.
chernogora_3_brebeneskul.jpg

At you all mountains gray. But the mountains are of different colors.
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There are mountains naked, and there are covered with wood. I see you have only bare mountains.
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===


5.
River.
I do not understand what's in the screenshot of the water. Waves? Does the water boil?
Waves are on very wide rivers during a strong wind. More waves are on the seas and oceans, large lakes. Water can boil in a mountain river.
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In the screenshot, a flat river means water should be almost smooth. The water must reflect the trees, the city, the sky, the sun, the stars, the moon.
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panoramnaya-fotografiya-66050.jpg

What do you have with the color of the water in the river? Such a color is not like water in a river and it must be changed.
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Still at your river absolutely identical strip of coast. But the shore is different - low and high, sandy, rocky (in the mountains), or covered with grass, etc.
The stones near the bridge also look strange ...

Your river starts in the mountains - I hope there will be noisy waterfalls.
%D0%B2%D0%B5%D1%80%D1%85%D0%BD%D0%B8%D0%B9-%D0%B2%D0%BE%D0%B4%D0%BE%D0%BF%D0%B0%D0%B4-%D0%BD%D0%B0-%D1%80%D0%B5%D0%BA%D0%B5-%D0%B9%D0%B5%D0%BB%D0%BB%D0%BE%D1%83%D1%81%D1%82%D0%BE%D0%BD.jpg
Plain river can begin with an underground key, a swamp, a lake.

And you will have swamps?
original.jpeg
===


I do not know what to do, the message turned out to be very large, and I have not written everything yet?..



I'll try to write short, but it's all very important!

At night, the detachment stopped to rest - let them have a fire burning, smoke is coming from the fire, people are sitting around and long shadows fall from them.
If the detachment is large - tents, carts around the fires.
===

We need natural effects.
In the video you showed in the desert beautifully flying sand.
On the global map in the desert, too, must fly sand.
In winter, the snow must fly through the snow (like sand in the desert).
===

Developers, who has played from you to Civilization 6? There in the ice made the northern lights! You also have the north - so draw the northern lights! It's very easy to draw!

When traveling at night on a global map, let the meteorite fly through the sky in a very rare way. Unexpectedly and pleasantly!
===

Birds!
If it's a city, a village, a castle-let the white pigeons and the seagulls fly over it.
If the village, castle, city was plundered - let black crows circumnavigate it.
It is beautiful and informative - from a distance it is clear that this place was robbed and burned.

There is a large detachment through the forest - let a flock of crows take off and croak, because they were scared. This will also help create an atmosphere and will prompt that through the forest there is a large detachment.
===

It seems to have written everything, but I'm tired and could forget something  :smile:

I hope the message will fit on the page...

No, I missed something! I now looked at my second message on this forum and saw there some interesting ideas.
Here, read them:
https://forums.taleworlds.com/index.php/topic,249537.msg8361482.html#msg8361482
Here are some proposals
1. Add animated windmills and watermills with rotating blades and wheels, add forges with burning furnaces (including those in cities).
Light is streaming from windows, and smoke from chimneys what is especially picturesque at night.
Burning fires on the travellers' overnight stays and robber camps.

2. Hide all the information about settlements, size of troops under pop-ups which appear while hovering mouse over the object.
Or the pop-ups can be optional at least. Or you can do this way: At the global view at high altitude settlements can be seen. And at the closest zoom the names vanish.
Large troops and caravans can be represented in several pieces. This is meaningful, looks good and removes the digits, while the exact value can be specified in a pop-up

3. Birds can fly up with noise. This is not only aesthetics, it can be a prompt that some troops are moving through the forest.
Birds of prey can hover over a battlefield or a plundered settlement. This is meaningful too

4. If there's a ford on a river, it can be shown as shallow water with sand seen beneath the stream.
It will give a prompt on where to cross the river.
fishing boats, merchant ships and other vessels sailing in seas and lakes and along rivers.
Fish schools moving in water.
By the way, I saw birds over the water in your video! :smile:


5. Place inns along the roads for the overnight accommodation to travelers and caravans.

By reducing the travel speed universally you will add importance to roads.
Keeping the fast travel speed along the roads unchanged will make them essential. This way troops and caravans will prefer moving along the roads which will also encourage making ambushes on roads. If there are now roads in the game, you should add them!

6. Add swamps like very slow or completely impassable terrain. Add sounds - marsh owls, frogs. Decorate the mountain rivers with noisy waterfalls.
Add variety to the nature terrain: along with sunny, joyful green forests,  let there be thick, gloomy forests - embarrassing movement - with windbreaks and withered trees, with howling wolves, night thunder, rain and howling winds. Bandit lairs will look great in them.

All these features will create a certain ambience and add some pleasure to the gameplay.
The more small details, various sounds you add to the map, the more interesting will be travelling through it.
Armagan and developers, tell me please, what do you think about my ideas?


I'm looking forward to the new trees.
I do not know who draws trees, but I have a question for him. A man who paints trees - have you ever seen a tree?..  :fruity:  Tell me about it, please  :wink:
 
kraggrim said:
NPC99 said:
The city icon is great. As world maps are now built in the scene editor, can city icons have collision meshes to stop parties ghosting through walls? Failing that, I presume the same movement restrictions can be achieved with the ai navigation mesh.

Cities block movement (and have specific entry points if I remember correctly), I spotted this in a previous video then Captain Lust confirmed it.

Edit: This was a long time ago though, so who knows. I hope it's still the case.

+1 I hope so too.

A question for Ömer Zeren - what modelling task is easier in Bannerlord's editors than in external 3D software?
 
reiksmarshal said:
Great blog!

I hope there is a day and night cycle with parties who travel at night carring torchs or seeing them camping at the side of the road at night. Attcking these camps at night could make for some good ambush battles and be great for a raider type charaters attacking a caravan while they rest at their camp. 

+1
 
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