Dev Blog 29/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_68_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>When you read the word “scene” you most likely think of a movie or play: a character does or says something in a certain situation and place; when that’s done, the scene is over. But in level design, the word has a different meaning. There, a scene is more like a scene in a pen and paper roleplaying game, where the dungeon master defines the space (say, a tavern), the context (bustling with people because there’s a huge storm outside), and the most relevant information game-wise: where the exits and entries are, what the important NPCs are doing… The narrator doesn’t actually write what the characters are saying or will say: what they do is create a space full of possibilities to play with.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/88
 
WTH
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Yeah, that seasons gif is a bit cheap, isn't it? The trees popping in at the very end could be cut out as well :meh:

It was an interesting read, though. I like the Q&As themselves, devs giving us a glimpse of their process.
 
I have been a long time reader of these forums and created an account for the first time today. I recently got back into M&B, playing it for a few hours every day this past month, and just wanted to say I was at a time extremely excited every Thursday to read the developer blogs. Now however, it just feels like something on my list of things to do during the week. I will be buying Bannerlord on day one but I just felt I had to say it really seams these weekly check ins are becoming less to be excited about and more just to see if it actually anything worth our time. I understand they are working hard and making progress but I really am starting to feel they are not making meaningful progress as we can nearly reference any "new" information back to a previous blog or interview. I hope the excitement comes back but I get the feeling one day I may check Steam and see it for sale finally but by then I long gave up my weekly ritual of checking this blog.
 
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EY WHOA PAL IS THIS A BANNALAWD BLAWG? GEDD AAAAADA HEER ayy its da best time a da week pal ayyy hahaha I fwukkn love thoisdays
EYY TONI GET OVA HEER check out dese wiseguys usin' fwukkn world machine i mean check out these toikish paisanos

blog_post_68_taleworldswebsite_02.jpg

Man i love me some toikish food mwa baby, bellissimo bellissimoso *kisses fingers* i even dated a toikish chick one time, fine gal, her name was armatu flaşpontı but with the circumcised letter "i", like no dot on the top of the i, seriously. i mean who am i to judge but whaddahell is that. i mean i love toiks but why is their I missin a glans fukkinay but i digress

Now toni, i aint no schmuck an i know hada use terrain generation software but i aint no geographer, topology never appealled yaknow. but still whaddahell kinda landscape looks like dat? i seen da grand canyon an da guilin karst landscape but dis flat crap? fuggeddaboudit! Wheres da erosion? Toni am i goin blind cause i cant see da hydroerosion on tops of dose mesas. looks like a big anime paisano with one a dose bigass swords came an sliced da whole world and ditched da mountaintops. you see what i mean toni? those chinese paisanos who look like broads and get slapped across the whole mundo for coppin a look at some chicks donhonkeros? da ones your son watches? Fukknay.

Anyway toni i kinda hope dis ere bannalawd board game comes out befaw 1938, man i gots nothin to play these days
 
Magello said:
I have been a long time reader of these forums and created an account for the first time today. I recently got back into M&B, playing it for a few hours every day this past month, and just wanted to say I was at a time extremely excited every Thursday to read the developer blogs. Now however, it just feels like something on my list of things to do during the week. I will be buying Bannerlord on day one but I just felt I had to say it really seams these weekly check ins are becoming less to be excited about and more just to see if it actually anything worth our time. I understand they are working hard and making progress but I really am starting to feel they are not making meaningful progress as we can nearly reference any "new" information back to a previous blog or interview. I hope the excitement comes back but I get the feeling one day I may check Steam and see it for sale finally but by then I long gave up my weekly ritual of checking this blog.

This is because of reader expectations vs Taleworlds’ actual purpose for the dev blogs. Most people read these blogs wanting info on the development progress. The goal of these blogs is to give tidbits on features and functions, in the form of topic blogs and interviews, for PR purposes, not for development progress check-ups. Taleworlds won’t give us timelines or development checklists that indicate progress. Learn to accept that we won’t get this info or you’ll continually set yourself up for disappointment. The game will be ready when it’s ready.
 
it's probably too late to ask. But it would be interesting to know about the intro. Will there be some brief history of Calradian in the beginning, a movie about the death of Arenic(the collapse of the empire) or something?
 
BIGGER Kentucky James XXL said:
Now toni, i aint no schmuck an i know hada use terrain generation software but i aint no geographer, topology never appealled yaknow. but still whaddahell kinda landscape looks like dat?
I don't know why you did it, and I don't care. I just want you to know your effort did not go to waste, and I read the whole thing. This part gave me a good chuckle, along with the anime thing.

BayBear said:
Yeah I just noticed that both gifs are from the same scene.
How can you tell? I mean yeah it looks similar but I can't find any specific identical landmarks.
 
Gündüzhan’s confirmation that Our scene editor has all of the tools that an artist could wish for is encouraging, but scene timescales still concern me.

Prior to GamesCom Armagan warned us that 2/3 of town scenes would be missing/disabled in the demo with 2 town scenes per faction acting as repeating placeholders.
This reinforced reports from Armagan’s ODTU lecture on 1/12/2017, which indicated that scenes were a production bottleneck.
Per the GamesCom Encyclopedia, the kingdoms controlled 53 towns and 67 castles. 8 kingdoms x 2 towns = 16 or about one third of total towns. So, 37 towns outstanding at GamesCon at two weeks production time each = 74 man weeks scening for towns plus whatever remains for castles, villages, battle scenes etc. That doesn’t seem insurmountable given the size of TW’s team, but only 32 man weeks of town scenes seem to have been finalised prior to GamesCom 2018.
I’ve not created a scene incorporating PBR, but it clearly complicates the process. How will modders find sufficient time to create enough unique scenes for mods transporting Bannerlord to other eras/worlds?
 
NPC99 said:
Gündüzhan’s confirmation that Our scene editor has all of the tools that an artist could wish for is encouraging, but scene timescales still concern me.

Prior to GamesCom Armagan warned us that 2/3 of town scenes would be missing/disabled in the demo with 2 town scenes per faction acting as repeating placeholders.
This reinforced reports from Armagan’s ODTU lecture on 1/12/2017, which indicated that scenes were a production bottleneck.
Per the GamesCom Encyclopedia, the kingdoms controlled 53 towns and 67 castles. 8 kingdoms x 2 towns = 16 or about one third of total towns. So, 37 towns outstanding at GamesCon at two weeks production time each = 74 man weeks scening for towns plus whatever remains for castles, villages, battle scenes etc. That doesn’t seem insurmountable given the size of TW’s team, but only 32 man weeks of town scenes seem to have been finalised prior to GamesCom 2018.
I’ve not created a scene incorporating PBR, but it clearly complicates the process. How will modders find sufficient time to create enough unique scenes for mods transporting Bannerlord to other eras/worlds?

I was doing a similar calcuation myself and ended up with same conclusion. It almost seems that TW spent time from 2012 to early 2014 on developing their in-house engine and kept on refining it, worked on multiple new core features such as new siege mechanism (sally out, various of equipments, etc.), back-streat gang thing, customizerable weapons tegether with reversed physics based system, new UI, etc. from 2014 to 2017, eventually started working on creating leftover scenes that were not used for demo (maybe 90%) since mid of 2017? Given the complexcity of including town streets, walls, castles it must be very slow and back-forth process at the beginning so not many had been done in 2017. Ofc all of them overlay and they have to go back and change things consistently. EA this year? maybe not but very likely earlier next year as they can simply disable some towns/castles not finished. But maybe as suggested by someone, provide an independent character creation tool if it is handy?
 
NPC99 said:
Gündüzhan’s confirmation that Our scene editor has all of the tools that an artist could wish for is encouraging, but scene timescales still concern me.

Prior to GamesCom Armagan warned us that 2/3 of town scenes would be missing/disabled in the demo with 2 town scenes per faction acting as repeating placeholders.
This reinforced reports from Armagan’s ODTU lecture on 1/12/2017, which indicated that scenes were a production bottleneck.
Per the GamesCom Encyclopedia, the kingdoms controlled 53 towns and 67 castles. 8 kingdoms x 2 towns = 16 or about one third of total towns. So, 37 towns outstanding at GamesCon at two weeks production time each = 74 man weeks scening for towns plus whatever remains for castles, villages, battle scenes etc. That doesn’t seem insurmountable given the size of TW’s team, but only 32 man weeks of town scenes seem to have been finalised prior to GamesCom 2018.
I’ve not created a scene incorporating PBR, but it clearly complicates the process. How will modders find sufficient time to create enough unique scenes for mods transporting Bannerlord to other eras/worlds?

Regarding the completion of the game that doesn't mean that only those scenes that were shown in Gamescon were the only ones that have been completed and we have have no way of knowing how many might be partially complete although I do agree it might be a big problem for modders wanting to create their own unique scenes.
 
Grumpy181155 said:
NPC99 said:
Gündüzhan’s confirmation that Our scene editor has all of the tools that an artist could wish for is encouraging, but scene timescales still concern me.

Prior to GamesCom Armagan warned us that 2/3 of town scenes would be missing/disabled in the demo with 2 town scenes per faction acting as repeating placeholders.
This reinforced reports from Armagan’s ODTU lecture on 1/12/2017, which indicated that scenes were a production bottleneck.
Per the GamesCom Encyclopedia, the kingdoms controlled 53 towns and 67 castles. 8 kingdoms x 2 towns = 16 or about one third of total towns. So, 37 towns outstanding at GamesCon at two weeks production time each = 74 man weeks scening for towns plus whatever remains for castles, villages, battle scenes etc. That doesn’t seem insurmountable given the size of TW’s team, but only 32 man weeks of town scenes seem to have been finalised prior to GamesCom 2018.
I’ve not created a scene incorporating PBR, but it clearly complicates the process. How will modders find sufficient time to create enough unique scenes for mods transporting Bannerlord to other eras/worlds?

Regarding the completion of the game that doesn't mean that only those scenes that were shown in Gamescon were the only ones that have been completed and we have have no way of knowing how many might be nearly complete although I do agree it might be a big problem for modders wanting to create their own unique scenes.

Agreed, but it’s consistent with the report from the ODTU lecture:
He said(I am not certain on numbers) :"We have not finished the scenes for fiefs yet. We have done only 10-15 percent of them and we still have 100something to finish.Making these scenes and making sure they are bug free takes a lot of time. In Warband these were not a problem."

In the Encyclopedia, only towns and castles are shown as fiefs. There are 140 of them. Deduct 15% leaves 119 to complete at 1/12/2017.

The only other reason for holding back towns would be to keep back surprises, but that doesn’t seem to be a strong argument.
 
Agreed and without an actual progress report form TW it is impossible to know how far they have progressed and how much more to do before release.

edit - another reason to hold back scenes could be they are dependent on assets that have not been completed yet or contained features (like the criminal system) that they did not want to showcase at that time.
 
Not the most exhilarating of blogs but at least we got some information about how long it takes for scenes to be completed.
Carry on.


BayBear said:
Terco_Viejo said:
2015
i-_Lu-.gif


2018
blog_post_68_taleworldswebsite_03.gif


Oct. 2017
DMBYfTCW0AAIk68.jpg


2018
blog_post_68_taleworldswebsite_04.jpg

It is not the same castle, however it seems that the aserai's castles are being finished...

Yeah I just noticed that both gifs are from the same scene.

They definitely seem that way, same positioning of the buildings in the background relative to the building in the foreground, same placement of the hay bales, and the two trees to the left of the foremost building.
 
:mrgreen:
Ettenrocal said:
They will put everybody on scenes at end ^^ :mrgreen:

That’s what I thought would happen after the ODTU lecture, but if you look at all the interview blogs this year, no one else is working on scenes.

NPC99 said:
join up the dots:

WHAT DO YOU CURRENTLY WORK ON?

Armagan Yavuz Dev Blog 24/08/17
Lead game designer and game director 

“Today I worked on the design of how army coherence will be affected as an army stays in the field for a long time, and how a player can keep it together longer by arranging its composition and spending influence.”

Berat Ceren Üstündağ Dev Blog 07/09/17
Lead Programmer (Campaign Team)

“Currently I’m working on quests.”

Murat Türe Dev Blog 14/09/17
Lead Programmer (Game Engine Team)

“Currently, I am checking and improving the performance of medium to very low hardware configurations. It is important to us that players get to experience a smooth and enjoyable gameplay experience. We are constantly trying to refine the engine to ensure that this is the case.”

Meriç Neşeli Dev Blog 28/09/17
QA Lead and Game Designer

“Answering these blog questions, (just kidding!) I'm currently working on setting civilian equipment for lords. Lords will wear helmets and heavy armour in battle, but you will see the same lords wearing robes or silk tunics in a lord's hall. The aim of this is to make the world feel more realistic and immersive.”

Fatma Nadide Öçba Dev Blog 12/10/17
2D/3D Graphic Artist

“I am tearing castles into pieces right now for siege. This isn’t exactly the most fun process, especially when trying to break down wooden towers, however I think player’s will really enjoy the end result when they are demolishing enemy towers!”

Gökalp Doğan Dev Blog 26/10/17
Technical Artist

"I am currently working on atmosphere and general lighting. Today, for example, I am working on a day-night cycle and toning settings. We also record new animations using the motion capture system every week."

Ümit Singil Dev Blog 23/11/17
Animator, 3D Modeller, Translator, Web Design, Morale Officer

“I am currently working on the settlement models for the campaign map which represent villages, castles, towns, etc. I mostly use existing scene object models for reference to create the polygon friendly map models.”

Koray Kıyakoğlu Dev Blog 07/12/17
Software Engineer

“Well, unfortunately I'm unable to answer this question because it will ruin the surprise for our community! But from a technical point of view I can say that I'm about to finish removing the unnecessary parts from our dedicated multiplayer game servers. That way it will include less code, which will make it easier to port to different server operating systems.”

Cem Çimenbiçer Dev Blog 21/12/17
Team Leader (Combat / Animations / Network / AI)

“I’m currently working on tweaking the combat system and adding some new features based on feedback from our internal combat tests. One specific example would be trying chambering with a new gesture combo. I hope that it will be more intuitive and have a more satisfactory visual feedback. Apart from these, I usually work on our animation system, network system, individual and group AI, and core gameplay elements like basic movements.”

Steve Negus Dev Blog 18/01/18
Writer/designer

“I'm currently working on dialogs for quests. These can get quite complicated, because we want to have lots of small quests that offer meaningful branching choices but may also be given out by characters with different personalities. We're also trying to work out a main storyline quest that absorbs the player but complements the sandbox struggle for power rather than seeming like two parallel games.”

Özgür Saral Dev Blog 01/02/18
Lead Artist

“I am currently working on particles for castles (walls, edges, towers, gates etc.) to make them frangible and to ensure that all of the levels are consistent. Ensuring that particles are compatible with each other is really important in order to prevent both the prolongation and general mess during scene design.”

Gökhan Uras Dev Blog 22/02/18
Engine Programmer

“I am juggling a few things these days. I am finalising a very big refactor on the agent rendering system which improved our CPU performance by nearly 15%. I am at the polishing stage of contact hardening shadows for high-end configurations and along with this I am trying to find optimisations to shadow rendering. Also, I am working closely with one of our artist to improve our tree shading and I started to tinker with our editor to improve usability according to feedback we get from our artists.”

Korneel Guns Dev Blog 15/03/18
Gameplay Programmer

“I'm currently writing some extra tools that allow us to better monitor server network usage. We're aiming to have a potential maximum player limit that is well above Warband's, so it helps to be able to visualise data with real-time graphs and stats to find out about possible bottlenecks. We already have a very efficient networking system because of some great programmers on the team. I'm just making sure they can do their job even better!”

Ali Eser Dev Blog 24/5/18
Concept Artist

“Right now, I'm designing civilian clothes for every culture. I try to always keep in mind what are the most recognizable and iconic dressing styles that are unique to each culture and implement those. Sometimes I even push those parts in my designs to have clearly separable sets of equipment for each culture.”

Olcay Mancılıkçılar Dev Blog 7/6/18
Animator / Technical Animator

“Currently, I'm working on our new NPC animations. We are focused on animating different types of NPCs to create a living atmosphere in the game. This could be something as simple as seeing NPCs drinking and eating in a tavern or tending to crops in a village, but it goes a long way in making the world feel more alive.”

Gökçen Karaağaç Dev Blog 14/6/18
Level Designer

“Nowadays I’m working on the world map; creating settlements and adding details. It’s a process I do together with our 3D Artist, Umit. That being said, most of my time is still dedicated to my work on multiplayer maps, and with creating new castle and city scenes.
This week I worked on this Sturgian coastal city:”

Ömer Zeren Dev Blog 28/06/18
3D Artist

“I am currently working on some civilian costumes for Aserai. This involves sculpting and texturing lots of fabric and jewellery! For these particular sets, I use concept art created by one of our artists. It’s refreshing after years of leather and metal sculpting! Of course, Aserai has some cool looking heavy armours too, so no worries there!"

Ozan Gümüş Dev Blog 12/07/18
Campaign AI Programmer

“Currently, I am working on income and expense issues. In Bannerlord, clan wealth is mostly controlled by the clan leader, and all taxes are sent directly to them. However, the clan leader is also responsible for nearly all of the expense issues too (except for some minor personal expenses like recruiting troops and purchasing food). Each clan member is expected to deal with these minor expenses themselves, however, clan leaders can choose to gift money to their clan members. There are actually a lot of additional mechanics surrounding clans but it would be too much to explain right now!

My main area of responsibility is the simulation of the game world. The game is quite huge in scale and the simulation is open to many different kinds of bugs, many of which will only occur is certain combinations happen, so half of my time is dedicated to fixing these bugs. I actually prefer bug-fixing periods over implementing new things!”

Tuncay Horasan
Dev Blog 26/07/18
3D Artist

“Right now, I am working on farm animals and optimising parts of a keep that I modelled a while ago.”

Emre Özdemir Dev Blog 27/9/18
UI Programmer

“Testing the screens that I made before Gamescom and skinning new ones. I’m currently skinning the kingdom screen, in which you can see and take actions for the kingdom that you’re a part of, such as proposing a policy that would affect the whole kingdom or creating an army that consists of other lords in the kingdom.”

Ülker Dikmen Dev Blog 1/11/18
3D Character Artist

“I’m editing my old costume meshes so that they work nicely with the cloth simulation (at the time I made those meshes we didn’t have cloth simulation so they need a bit of editing now).”

Abdullah Nakipoğlu Dev Blog 15/11/18
Animator / Motion Capture Artist

“I am working on the preparation of the newly added dog animations. In addition to this, I am making new MoCap recordings to make the falling animations from horseback more impressive.”

Gündüzhan Gündüz Dev Blog 29/11/18
Level Designer / Video Production Artist

“I am mainly focused on town and castle scenes at the moment, and more specifically, reworking town scenes and making improvements to them to ensure that they are compatible as siege scenes.”
 
I just want to say thank you for the nice blog and the useful information.

Now we wait until this blog falls into another useless historical discussion like all the other blogs.
 
NPC99 said:
Ettenrocal said:
They will put everybody on scenes at end ^^ :mrgreen:

That’s what I thought would happen after the ODTU lecture, but if you look at all the interview blogs this year, no one else is working on scenes.

NPC99 said:
join up the dots:

WHAT DO YOU CURRENTLY WORK ON?

Armagan Yavuz Dev Blog 24/08/17
Lead game designer and game director 

“Today I worked on the design of how army coherence will be affected as an army stays in the field for a long time, and how a player can keep it together longer by arranging its composition and spending influence.”

Berat Ceren Üstündağ Dev Blog 07/09/17
Lead Programmer (Campaign Team)

“Currently I’m working on quests.”

Murat Türe Dev Blog 14/09/17
Lead Programmer (Game Engine Team)

“Currently, I am checking and improving the performance of medium to very low hardware configurations. It is important to us that players get to experience a smooth and enjoyable gameplay experience. We are constantly trying to refine the engine to ensure that this is the case.”

Meriç Neşeli Dev Blog 28/09/17
QA Lead and Game Designer

“Answering these blog questions, (just kidding!) I'm currently working on setting civilian equipment for lords. Lords will wear helmets and heavy armour in battle, but you will see the same lords wearing robes or silk tunics in a lord's hall. The aim of this is to make the world feel more realistic and immersive.”

Fatma Nadide Öçba Dev Blog 12/10/17
2D/3D Graphic Artist

“I am tearing castles into pieces right now for siege. This isn’t exactly the most fun process, especially when trying to break down wooden towers, however I think player’s will really enjoy the end result when they are demolishing enemy towers!”

Gökalp Doğan Dev Blog 26/10/17
Technical Artist

"I am currently working on atmosphere and general lighting. Today, for example, I am working on a day-night cycle and toning settings. We also record new animations using the motion capture system every week."

Ümit Singil Dev Blog 23/11/17
Animator, 3D Modeller, Translator, Web Design, Morale Officer

“I am currently working on the settlement models for the campaign map which represent villages, castles, towns, etc. I mostly use existing scene object models for reference to create the polygon friendly map models.”

Koray Kıyakoğlu Dev Blog 07/12/17
Software Engineer

“Well, unfortunately I'm unable to answer this question because it will ruin the surprise for our community! But from a technical point of view I can say that I'm about to finish removing the unnecessary parts from our dedicated multiplayer game servers. That way it will include less code, which will make it easier to port to different server operating systems.”

Cem Çimenbiçer Dev Blog 21/12/17
Team Leader (Combat / Animations / Network / AI)

“I’m currently working on tweaking the combat system and adding some new features based on feedback from our internal combat tests. One specific example would be trying chambering with a new gesture combo. I hope that it will be more intuitive and have a more satisfactory visual feedback. Apart from these, I usually work on our animation system, network system, individual and group AI, and core gameplay elements like basic movements.”

Steve Negus Dev Blog 18/01/18
Writer/designer

“I'm currently working on dialogs for quests. These can get quite complicated, because we want to have lots of small quests that offer meaningful branching choices but may also be given out by characters with different personalities. We're also trying to work out a main storyline quest that absorbs the player but complements the sandbox struggle for power rather than seeming like two parallel games.”

Özgür Saral Dev Blog 01/02/18
Lead Artist

“I am currently working on particles for castles (walls, edges, towers, gates etc.) to make them frangible and to ensure that all of the levels are consistent. Ensuring that particles are compatible with each other is really important in order to prevent both the prolongation and general mess during scene design.”

Gökhan Uras Dev Blog 22/02/18
Engine Programmer

“I am juggling a few things these days. I am finalising a very big refactor on the agent rendering system which improved our CPU performance by nearly 15%. I am at the polishing stage of contact hardening shadows for high-end configurations and along with this I am trying to find optimisations to shadow rendering. Also, I am working closely with one of our artist to improve our tree shading and I started to tinker with our editor to improve usability according to feedback we get from our artists.”

Korneel Guns Dev Blog 15/03/18
Gameplay Programmer

“I'm currently writing some extra tools that allow us to better monitor server network usage. We're aiming to have a potential maximum player limit that is well above Warband's, so it helps to be able to visualise data with real-time graphs and stats to find out about possible bottlenecks. We already have a very efficient networking system because of some great programmers on the team. I'm just making sure they can do their job even better!”

Ali Eser Dev Blog 24/5/18
Concept Artist

“Right now, I'm designing civilian clothes for every culture. I try to always keep in mind what are the most recognizable and iconic dressing styles that are unique to each culture and implement those. Sometimes I even push those parts in my designs to have clearly separable sets of equipment for each culture.”

Olcay Mancılıkçılar Dev Blog 7/6/18
Animator / Technical Animator

“Currently, I'm working on our new NPC animations. We are focused on animating different types of NPCs to create a living atmosphere in the game. This could be something as simple as seeing NPCs drinking and eating in a tavern or tending to crops in a village, but it goes a long way in making the world feel more alive.”

Gökçen Karaağaç Dev Blog 14/6/18
Level Designer

“Nowadays I’m working on the world map; creating settlements and adding details. It’s a process I do together with our 3D Artist, Umit. That being said, most of my time is still dedicated to my work on multiplayer maps, and with creating new castle and city scenes.
This week I worked on this Sturgian coastal city:”

Ömer Zeren Dev Blog 28/06/18
3D Artist

“I am currently working on some civilian costumes for Aserai. This involves sculpting and texturing lots of fabric and jewellery! For these particular sets, I use concept art created by one of our artists. It’s refreshing after years of leather and metal sculpting! Of course, Aserai has some cool looking heavy armours too, so no worries there!"

Ozan Gümüş Dev Blog 12/07/18
Campaign AI Programmer

“Currently, I am working on income and expense issues. In Bannerlord, clan wealth is mostly controlled by the clan leader, and all taxes are sent directly to them. However, the clan leader is also responsible for nearly all of the expense issues too (except for some minor personal expenses like recruiting troops and purchasing food). Each clan member is expected to deal with these minor expenses themselves, however, clan leaders can choose to gift money to their clan members. There are actually a lot of additional mechanics surrounding clans but it would be too much to explain right now!

My main area of responsibility is the simulation of the game world. The game is quite huge in scale and the simulation is open to many different kinds of bugs, many of which will only occur is certain combinations happen, so half of my time is dedicated to fixing these bugs. I actually prefer bug-fixing periods over implementing new things!”

Tuncay Horasan
Dev Blog 26/07/18
3D Artist

“Right now, I am working on farm animals and optimising parts of a keep that I modelled a while ago.”

Emre Özdemir Dev Blog 27/9/18
UI Programmer

“Testing the screens that I made before Gamescom and skinning new ones. I’m currently skinning the kingdom screen, in which you can see and take actions for the kingdom that you’re a part of, such as proposing a policy that would affect the whole kingdom or creating an army that consists of other lords in the kingdom.”

Ülker Dikmen Dev Blog 1/11/18
3D Character Artist

“I’m editing my old costume meshes so that they work nicely with the cloth simulation (at the time I made those meshes we didn’t have cloth simulation so they need a bit of editing now).”

Abdullah Nakipoğlu Dev Blog 15/11/18
Animator / Motion Capture Artist

“I am working on the preparation of the newly added dog animations. In addition to this, I am making new MoCap recordings to make the falling animations from horseback more impressive.”

Gündüzhan Gündüz Dev Blog 29/11/18
“I am mainly focused on town and castle scenes at the moment, and more specifically, reworking town scenes and making improvements to them to ensure that they are compatible as siege scenes.”

If you look at my post from 2016 you can see their office and how their teams are layed out. I think there were almost 10 chairs for the singleplayer campaign room.
my  post : https://forums.taleworlds.com/index.php/topic,249537.msg8560783.html#msg8560783
the actual video I got the snippets from: https://www.facebook.com/merlininkazanitr/videos/10157882529258125/

keep in mind this is from 2016 and their team was around 40 people that were working on bannerlord. Now 70? I think.

 
First, sorry for my english...  six years of waiting and no release date yet!! And another "what faction do you like the most in bannerlord" blog.... The time, the game will be out, the graphics will be outdated, just like warband was... Oh, warband has always been my favorite game but now i am so frustrated... when Bannerlord will be out, i won t have anymore the time to play it! Family, work, kids... Excitment is disappearing too, because i saw the videos from Gamescom, i felt that there was nothing new except a few things...
Also, the wait could have benn easiyer if Viking Conquest had its diplomacy mod... or a big mod developpement... But no...
Thank you for reading...
 
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