Dev Blog 22/03/18

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[parsehtml]<p><img src="http://www.taleworlds.com/Images/News/blog_post_32_taleworldswebsite.jpg" alt="" /></p> <p>In our efforts to make Mount & Blade II: Bannerlord a visceral experience, we are constantly looking at different types of systems which will elicit an emotive response from players. By aiming for a certain level of realism, it becomes easier to make a game more relatable and immersive for players. However, striking the balance between realism and gameplay is a tricky subject, and we are firm believers that gameplay should always trump realism. Thankfully, there are other methods that we can use to draw players into the game and offer players a more realistic experience, without detracting from the gameplay. In this week’s blog, we would like to show you how we make use of inverse kinematics to make strikes in combat feel a bit more immersive.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/52
 
This blog was okay I guess. DEFINITELY was a disappointment though considering I've waited an entire week to find out Bannerlord in 2018 will have the same kinetic animations as Skyrim in 2011 (and yes I understand you are not a big AAA studio with billions of dollars and thousands of developers at your disposal). Could have used some more detail like telling us if Shields will be solid entities and will block attacks/projectiles while on our backs like in Chivalry?
 
Hey, Callum. Is there going to be a character creation blog?

Also, how we gonna exchange our characters? For example, in the Illusion H games :shifty: they have a card system for share characters 
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This could be very useful way for share characters.
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DanAngleland said:
That's a good question; the top GIF suggests that the arrows are all being shot by someone on the same height of land as the target, so they aren't being loosed from down a hill, yet there are a couple of arrows in his leg, one definitely in his boot, below the lowest part of the shield. This was possible in Warband, but relatively rare. Even with Nord shields, which typically leave quite a lot of lower leg showing, I struggled to get past the forcefield in multiplayer.
Yes you can hit in warband but I was wondering more about that force shield being gone and how it works with melee weapons.Are you always guaranteed a block against them or are there ways to get around the shield.(Not talking about hitting from the side or the back.)Hopefully Callum can answer it.
 
SilenterS said:
This blog was okay I guess. DEFINITELY was a disappointment though considering I've waited an entire week to find out Bannerlord in 2018 will have the same kinetic animations as Skyrim in 2011

Skyrim had no such animations that I've seen after searching on Youtube just now. Found clips of AI fighting and player blocking attacks, and no evidence of anything more than set animations to show reaction to hits. Presumably you were just exaggerating, but in fact I don't know of any other game that uses physics like this for blocking reactions. Do you know of any? I've quickly browsed Mordhau and the latest Assassin's Creed games that I could find on Youtube (just trying to think of recent games with sword fighting  :smile: ), and they just look like set animations for hit reactions, not physics as far as I can tell (though I am just a gamer and have no expert knowledge, so I could be misinterpreting what I am seeing).
 
DanAngleland said:
SilenterS said:
This blog was okay I guess. DEFINITELY was a disappointment though considering I've waited an entire week to find out Bannerlord in 2018 will have the same kinetic animations as Skyrim in 2011

Skyrim had no such animations that I've seen after searching on Youtube just now. Found clips of AI fighting and player blocking attacks, and no evidence of anything more than set animations to show reaction to hits. Presumably you were just exaggerating, but in fact I don't know of any other game that uses physics like this for blocking reactions. Do you know of any? I've quickly browsed Mordhau and the latest Assassin's Creed games that I could find on Youtube (just trying to think of recent games with sword fighting  :smile: ), and they just look like set animations for hit reactions, not physics as far as I can tell (though I am just a gamer and have no expert knowledge, so I could be misinterpreting what I am seeing).

Indeed, perhaps he didn't understand what was going on with those animations, in any case they are really neat and do help immersion. Seeing those furs moving according to physics, hmm...

Callum, a very important question, to which I need a definitive answer: since there's that nice cloth physics, will native Bannerlord have long capes or not?
 
Looks great and not trivial at all in the least tho the content was light. You complainy guys clearly haven't played enough Arma or you'd appreciate any and all physical reactions to getting hit
 
SilenterS said:
This blog was okay I guess. DEFINITELY was a disappointment though considering I've waited an entire week to find out Bannerlord in 2018 will have the same kinetic animations as Skyrim in 2011 (and yes I understand you are not a big AAA studio with billions of dollars and thousands of developers at your disposal). Could have used some more detail like telling us if Shields will be solid entities and will block attacks/projectiles while on our backs like in Chivalry?
:facepalm:

Although Inverse Kinematics (not kinetic animations) change animations, they have nothing to do with actual model animation...
 
From the Q&A with Cem ÇİMENBİÇER
WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
"Inverse kinematics (which is a system of animation where you go not from how a particular bone is rotated, but from where a particular part of the body needs to be, and then the animation is built from that point back). This system results in much better visuals than what we had in Warband, however once you open this Pandora’s box, it is a huge workload to fine-tune this system, which took us a very long time."
 
Noyce blog, seriously.

This is not trivial. Of course it "seems" trivial for people who want breaking news every week, but this is the bread and butter of the game. The game is not made of just huge armies clashing, else it would be just another one of those chess simulators. These small details, like the arms and shield being pushed back, the cloth hanging and flowing... This is the build up to the awesome experience. Brick by brick, detail by detail the game does a huge leap in quality overall. This is the stuff I really care about.

So... I got some questions:
Does this reverse kinetic effect also happen when parrying with weapons? Or is it only with shields? And does it apply to the body of the character when being hit? Really interested in that.

Gab-AG. said:
Callum, a very important question, to which I need a definitive answer: since there's that nice cloth physics, will native Bannerlord have long capes or not?
THIS. WHAT ABOUT LONG CAPES, CLOAKS, HOODS AND SCARVES? I SERIOUSLY hoped for it back in 2014, I am so glad it is a possibility now... Or will you let us sit and slowly brew with our speculations about cloth physics?

Intel Guardian said:
Never realised people could be so petty until I started reading the comments to the Bannerlord blogs.
Yep... People. It's always the same: it's people.

 
Feature Creep

Feature creep, creeping featurism or featuritis is the ongoing expansion or addition of new features in a product, especially in computer software and consumer and business electronics. These extra features go beyond the basic function of the product and can result in software bloat and over-complication, rather than simple design.
 
DanAngleland said:
SilenterS said:
This blog was okay I guess. DEFINITELY was a disappointment though considering I've waited an entire week to find out Bannerlord in 2018 will have the same kinetic animations as Skyrim in 2011

Presumably you were just exaggerating

yeah I was just exaggerating. I didn't mean to put you through all of that trouble and I should have watched what I claimed and I am sorry about that.
 
MinhaPike said:
Feature creep, creeping featurism or featuritis is the ongoing expansion or addition of new features in a product, especially in computer software and consumer and business electronics. These extra features go beyond the basic function of the product and can result in software bloat and over-complication, rather than simple design.

We have no evidence this is the case, and this is not an example of feature creep. Adding detailed animations to a game is not feature creep, its simply attention to detail and can add to the immersion, which they seem to be deeming as important to gameplay. I'm fairly certain feature creep is mainly talked about when creating an MVP (minimum viable product, i.e. planning an early alpha release, which they clearly never did plan). If you define this as feature creep, then games such as Half-Life 2 and Kingdom Come: Deliverance would have been plagued by this issue.

I would accept an argument that this is evidence of over-perfection (though I would lean towards disagreeing), but I don't believe this would fall under the category of feature creep.
 
This guys..... This guys real artist!! It will definetly worth to wait, animations looks awesome, especially cloth animations feels so real! Hopefully you didn't release it earlier. Keep on guys I respect and love your ideals and your art!

I just ordered a new computer by saving my wages, ''just for this game'' I am sure it will worth. My friends asked me why I ordered such a advanced and expensive PC and I said; you can't understand if you never played Mount and Blade
 
Auldman said:
"So watch your shield, because losing that nice head you have on your shoulders will surely ruin your day."

I assume this means that we'll have to keep our armor in good condition or suffer injuries in battle? That's a nice surprise if true and it would be outstanding if poorly maintained shields would shatter in combat!

No, stop interpreting small innocent texts as if they have some hidden meaning lmao
 
MinhaPike said:
Feature Creep

Feature creep, creeping featurism or featuritis is the ongoing expansion or addition of new features in a product, especially in computer software and consumer and business electronics. These extra features go beyond the basic function of the product and can result in software bloat and over-complication, rather than simple design.

Implementation of IK isn't feature creep, it's a common animation method in games today. I even learned the basics of it back in 2010 in a community college course for 3D animation. It would be weird if Bannerlord didn't have it, especially with so many weighty weapons being swung around. Hell, lots of big titles have been using IK for the most mundane animations you can think of, like walking (GTA IV and V, for example). There's a neat video that was put out recently of Star Citizen devs explaining the difficulties they encountered and their solutions to implementing IK for walking on slopes, steps, and uneven terrain in their game.

I swear, some people think all development effort is focused on one feature at a time, like the whole team is just running through a checklist one by one and nobody can work independently. That's not how any of this works. :lol: The bulk of pre-rendered animation work is almost certainly done by now, and what else are the animators supposed to do? Get laid off?
 
Light on information, but man I love the GIFs - just to see the game in action clenches some thirst

I wonder what will come out first, Bannerlord or the last season of Game of Thrones  :fruity:
 
Orion said:
I swear, some people think all development effort is focused on one feature at a time, like the whole team is just running through a checklist one by one and nobody can work independently. That's not how any of this works. :lol: The bulk of pre-rendered animation work is almost certainly done by now, and what else are the animators supposed to do? Get laid off?
I'm also pretty sure that they didn't run to Callum on Wednesday yelling 'Look, look what we just made! Put it in tomorrow's blog!' :wink:
 
Last weeks blog: Significant multiplayer features and changes

Some Forum Users: AH! YOU ARE BAD AND YOU SHOULD FEEL BAD!

This weeks blog: Small but cool feature

Some Forum Users: Pfft, why don't we ever see real features.

:smile:

In other news, I like the armour sets on these guys.
 
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