Dev Blog 22/02/18

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[parsehtml][IMG]https://www.taleworlds.com/Images/News/blog_post_28_taleworldswebsite.jpg[/IMG] One of the most important (and complicated) tasks during the development process of Mount & Blade II: Bannerlord was to develop our engine. Using a proprietary engine instead of licensing an existing one might look like an unnecessary complication, but it’s actually vital for what we want Bannerlord to be. For a start, the game would not be a moddable as it is going to be without it! Our engine programmer Gökhan Uras explains a bit more about the engine of Bannerlord in this week’s dev blog. [/parsehtml]Read more at: https://www.taleworlds.com/en/Games/Bannerlord/Blog/47

 
Good blog ! We learn that there will be all editors needed for modding, and that the engine is getting better and better and will be then ! One more year to wait !!!

Don't forget that Warband is very badly optimised and Bannerlord will be higly optimised, i think a battle of 500 in Bannerlord can run perfectly on a computer  that can't run a 500 battle size with Warband especially cause Warband use only one core and Bannerlord will use at least 6.
 
Callum_TaleWorlds 说:
Tabitan 说:
Enjoyed the blog, you have not written about next week Callum. What do we expect?

You will have to come back next week to find out! :smile:

lemme guess, a highly anticipated interview with a TW tea boy?  :grin: :razz:
 
Im just here to comment "nice blog" and keep you all happy and motivated even tho you are anyways and its not needed.

Also, last time asking (since I know you read these and dont wanna spam the same question), will we be getting an overland map editor? I think (and hope) we will (pretty certain because of all the modding tools and help) Im just too curious.

Also, after playing Kingdome Come, I realized that I dont want all those realistic features that Iv dreamed of for Bannerlord, just makes the game boring(not all, but some). And we cant make our own weapons in KDC can we?
(Chill im not comparing the games really)

 
Can our troops carry this type of banner in battle?
blog_post_28_taleworldswebsite_03.gif
 
Great blog, super hyped!!!  I'm still crossing my fingers for an early Q2 release.

What I'm curious about is the new website and whether the engine will be able to, or will there be any plans to, have a real time multi-player leader board to support ranked matches or something like this.  I think it would be great for the Esports future of the game if we can follow the progress of our friends and favorite players as they rise through the ranks.  Also, if there were a feature to spectate ranked games streamed to the website, I wouldn't be upset, especially since I can't play at work, but could watch and twitch streamers aren't always streaming.
 
Decent blog. Still just want to hear about new features or commonly asked questions, but its nice knowing that the engine is pretty much finished.
 
We have a very detailed terrain editing system for painting height maps, texture layers and floras, and you can also easily import height maps and layer weights from outside sources to modify in the editor 

This is the bit I liked best. Having watched the (now quite old) video about scene editing, the first thing that occurred to me was the prospect of creating battlefields based on real terrain that I know in real life. (there is an iron-age hill fort close to where I live, for example)

The ability to import height maps from outside sources, if we can find the data, and then paint in the relevant textures and features in what looks like a fairly intuitive editor, could open all sorts of possibilities for fighting in real - world places and/or historical reenactments!
 
Is releasing the engine to consumers on the road map? Such as Cryengine , Unity3D and Unreal.
 
Great blog @gkx - I'm really happy you support real-time reloading of resources without rebooting the game.  :grin:
 
NPC99 说:
Great blog @gkx - I'm really happy you support real-time reloading of resources without rebooting the game.  :grin:

Yeah. That was(and still is) a cancer in warband...
 
??-?:??? 说:
Is releasing the engine to consumers on the road map? Such as Cryengine , Unity3D and Unreal.

+1

Also, I'm absolutely loving the sound of the engine being "almost finished".
I will try to curb my gradually increasing hype, but this certainly looks like a good omen.
 
Sebidee 说:
I'm pretty sure they talked about this engine stuff before ...

They have spoken about the engine, but we haven't been given some of the details they  mentioned in this blog.
 
If you are willing to share, what version control, issue tracking, and automated test solutions did you choose to support a team of 80 developers?  I work in a team of around 20 developers (as part of a much larger organization), so it's always interesting to know what tools other teams have found to be beneficial.

Also, I'm very excited about the enhanced modding support.  Some of the inefficiencies in Warband scening were what slowly eroded my will to keep updating scenes in my mod.  (That and having 3 kids.  :roll:)
 
Great blog, Long Live TaleWorlds!

I really love this
https://www.taleworlds.com/Images/News/blog_post_28_taleworldswebsite_02.gif
with the TSAO ON, looks great.
 
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