Dev Blog 31/01/19

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[parsehtml]<p><img src="https://www.taleworlds.com/Images/News/blog_post_75_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Everything counts to make a video game an immersive experience, from the smallest details of the UI to the art design, the graphics, and of course the gameplay – but there is an aspect that tends to be unjustly overlooked in spite of it having capital importance. We’re talking about sound. Imagine you are in the middle of a fight. The rasp of swords being unsheathed, the crunch of sand under the hooves of the horses, the screams and grunts of pain of soldiers – all that can make you feel in the thick of a battle, and that makes sound a very powerful tool for video games. Today we talk with Ugurcan Orcun, our Audio Director, who will offer some insights on how Mount & Blade II: Bannerlord approaches this area and what he is doing for the game.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/95
 
I remember Zendar. Zendar was there from the first BETA of the first M&B, which was released to players for testing. It was nice.
 
B1G0T 说:
Duh_TaleWorlds 说:
We don't have a build specifically dedicated to showcasing the game (outside of convention/media builds)
"We don't have a pretty build (besides the pretty build)"  :roll:
More like 'We don't have a pretty build, if need arises one is created for sake of marketing on big events'. And from what we've seen so far, none of those were even close to 'full' things, they are precisely tailored to showcase what the devs want to show and nothing more.
 
WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“Playing literally THOUSANDS of sounds. In other games, it’s common practice to give a single "crowd" sound to groups of people or army formations. But in Bannerlord, where big battles are at the core of the game, we treat hundreds of NPCs as individuals. Handling these without burning up CPUs and while building up a satisfying ambience out of individual sounds was one of the hardest, but the most enjoyable work I've done.”


Sounds great, Ugurcan. :smile:

IS THE ENGINE ABLE TO DETECT WHICH SOUND TO BE PLAYED WHEN ONE IS WALKING ON DIFFERENT TEXTURES ON THE GROUND OR HITTING DIFFERENT TEXTURES WITH A SWORD?
“Yes. This was partly possible in Warband too, like with footsteps on wooden surfaces. Now we have a Physics Materials system built into the engine with many different surface types which affects weapon impacts, physics sounds and projectile hits, as well as, footsteps. Modders could provide their own definitions of Physics Materials, of course.”


I loved the sizzling sound of hot steel being quenched in a bucket of water at the blacksmith’s forge. I’m pleased TW has opened up physics materials to modders. Which makes me wonder - what would be the best sound for a weapon impact on a dragon’s scaled hide?

CAN THE PLAYER CHARACTER VOICE BE CHANGED? IF SO, FROM HOW MANY OPTIONS COULD THE PLAYER PICK? CAN IT BE DISABLED?
“There will be plenty of voice types to choose from for both females and males when you’re creating your character. And there are even some variations for horses too! Currently, they can't be disabled (by design).”


By design? I’m not sure that’s sensible. Players want to customise their characters to identify with them. I’d be surprised, if the range of voice types was large enough to suit everyone. Other characters voices are only temporarily irritating, but your own follows you around. I’d like the option to disable it, if it became irritating. 
 
I let myself be carried away by the dark side of criticism and ignore important things. Even if you have to polish the pathfinding of the ia, I see that you have implemented the children walking through the streets. Adults, children, animals, environmental sound...the settlements will be alive, I'm sure.
 
Terco_Viejo 说:
I let myself be carried away by the dark side of criticism and ignore important things. Even if you have to polish the pathfinding of the ia, I see that you have implemented the children walking through the streets. Adults, children, animals, environmental sound...the settlements will be alive, I'm sure.
I might even go as far as to say it feels too alive...
Feels weird to see townspeople walking around the streets in the middle of the night.
 
Noudelle 说:
Terco_Viejo 说:
I let myself be carried away by the dark side of criticism and ignore important things. Even if you have to polish the pathfinding of the ia, I see that you have implemented the children walking through the streets. Adults, children, animals, environmental sound...the settlements will be alive, I'm sure.
I might even go as far as to say it feels too alive...
Feels weird to see townspeople walking around the streets in the middle of the night.

Yes...they would have to program a "curfew" and bet on npc guards with torches watching over the streets at night...it would be interesting.


Concerning the sound...you can hardly hear it in the clip...I would swear that there is no sound effect when the horse hits the bodies of the soldiers. I only appreciate sound when the horse hits the tree (it looks like it has become a classic)...


min 2:51

 
Duh_TaleWorlds 说:
Rhaeyl 说:
Why did the E3 demos look the best, then it's as if the visuals have gotten "worse" from that point. Like something happened to the way it looks ever since the Gamescom footage, it looks off now. Very flat looking like mentioned in an earlier post? Also the way archers are lined up there looks like the earlier footage of the game, some typical alpha look. Then at one point it no longer had that look but now it's back to that, srsly what is this.

What is that moshpit forest battle too? Again, some earlier footage looked way better. I understand that there would be variations in appearance depending on many different factors, but why not present it in the best light then.
We don't have a build specifically dedicated to showcasing the game (outside of convention/media builds). What you see in the blogs is typically one of the internal builds used for testing out specific features. That means there will often be significant variation in the graphics and gameplay as different systems are included, taken out, fixed, updated, etc. Do keep in mind that the the development blogs are meant to provide an insight into the development process to various audiences moreso than wowing everyone every week with a perfectly polished showcase of the final product.

soooooooo you're saying there is no alpha version yet? as in you're still developing and testing new feature and thus have not even started plugging them altogether? yikes... i'm not gonna hold my breath for a release date in 2019 lol
 
I have to say that I find myself agreeing with the fantasy armour denouncers' side. Warband is not light fantasy, it's heavy alt-history. Historical accuracy does not matter, that's fair, but a certain degree of realism still applies. Just because people live in a fictional setting doesn't mean that they will act illogically (setting their spotty AI aside).

Although, I'd also like to voice a complaint about the AI. The main issue of it in warband (besides not being able to pathfind around a rock, which I assume has been fixed) was their utter disregard for distance. The npcs would simply walk directly towards their target, practically hug them, and swing away. It looks silly, and was incredibly annoying to fight against (yet innefective). I'd love to see soldiers swing their weapons at the longest effective range, as well as stay out of the range of their enemies. Really, this is just a subset of their overall suicidal AI, the prime directive of which seems to be to kill, with staying alive being just a secondary non-issue. This alone may be one of the key things holding back the combat in m&b.

As a side note, does anybody have any knowledge about the stance system we heard about so long ago now? Where you could either stand with your right or left side closer to the enemy, IE with your weapon or your shield in front. It seems like this feature was talked about precisely once and then never mentioned again, and I'd quite like to hear more about it. As is, people just face their enemy directly in combat, which looks beyond silly, and this could have the potential to fix this, while adding a new dimension to combat. https://youtu.be/-rwPa3H1MFU?t=45
 
Fortnight 说:
As a side note, does anybody have any knowledge about the stance system we heard about so long ago now? Where you could either stand with your right or left side closer to the enemy, IE with your weapon or your shield in front. It seems like this feature was talked about precisely once and then never mentioned again, and I'd quite like to hear more about it. As is, people just face their enemy directly in combat, which looks beyond silly, and this could have the potential to fix this, while adding a new dimension to combat. https://youtu.be/-rwPa3H1MFU?t=45

I think the only reference is this:

N TERMS OF COMBAT ANIMATIONS, WHAT SORT OF VARIATIONS CAN WE EXPECT? ARE THERE MORE UNIQUE ANIMATIONS DEPENDING ON WEAPON THAN WARBAND?
“In Bannerlord we have quite a few more variations than in Warband. Combatants can be in a left or right stance, which means there are two versions of each and every animation. On top of that, there are two variations of each animation, one for very light and fast, and one for heavy and slow weapons. Any particular weapon uses a blend of those two animations according to its weight. The dirty way of fighting also got additional variety in Bannerlord. Kick works the same as Warband, but it would also be possible to bash with either a shield or weapon in hand.”

Dev Blog 21/12/17


Since Cem Çimenbiçer's blog together with Combat AI's blog we are still waiting for those "improvements" we've heard about.  :roll:
 
Arvenski 说:
Wait, TW has one guy doing all the audio work for Bannerlord? That sounds crazy.

I agree it’s quite impressive.


Anyone asking for convention/media quality blogs is asking Taleworlds to spend more time creating blogs and less time developing the game. We know what the game can look like, just don’t expect testing versions of the game to represent the final product.

 
The people making blogs aren't working on the game. The team isn't one homogenous blob and one of the big problems with projects like this is how specialists on one team can end up waiting for other specialists to finish their jobs.
 
I see lots of recruits flaming up the realism bandwagon.
Is it pure coincidence?

"Oh my precious immersion is broken, NOOOOOOOOOOOOO"

:facepalm:
 
Terco_Viejo 说:
Fortnight 说:
As a side note, does anybody have any knowledge about the stance system we heard about so long ago now?[...]

I think the only reference is this:

N TERMS OF COMBAT ANIMATIONS, WHAT SORT OF VARIATIONS CAN WE EXPECT? ARE THERE MORE UNIQUE ANIMATIONS DEPENDING ON WEAPON THAN WARBAND?
“In Bannerlord we have quite a few more variations than in Warband. Combatants can be in a left or right stance, which means there are two versions of each and every animation. On top of that, there are two variations of each animation, one for very light and fast, and one for heavy and slow weapons. Any particular weapon uses a blend of those two animations according to its weight. The dirty way of fighting also got additional variety in Bannerlord. Kick works the same as Warband, but it would also be possible to bash with either a shield or weapon in hand.”

I believe what they were talking about was really "just" varied animations, not stances as a combat mechanic.


Here, around 13.35, you see the character perform two thrust attacks, once from the right shoulder, and then from the left.
 
Wooah those trees that I can barely see anyways don't look too sharp. Please devs stop making this game because we need them graphics to enjoy a videogame, also, I cant believe you hired Dolce & Gabbana instead of Gucci for those leather things, I mean are you all out of your mind? Do you really expect me to see THAT when I play my fantasy medieval game? Also, I don't know if y'all know but the tag actually says MEDIEVAL SIMULATOOR!!! So if I don't die of a cold in two weeks of in game time I'm putting this 1 star in Rotten Tomatoes. Please don't answer me or I'll scream
 
Terco_Viejo 说:
The fan eats by the eyes...It is not possible that in a video with a current build as you say it is, all the features that are presumed to be applied do not appear.
the three levels of AI, the new "animations", lighting, the new FX, pathfinding, inverse kinematics... Why is all this not applied? Even blood does not appear...

It's not a question of wow to the fans...it's a question of trust. Everything we know about the new features is always on paper... it never seems to be applied to what you show us.
I'm just one more fan and my opinion is not relevant...but why don't you settle the criticisms? You don't want to give a release date; ok is understandable...it's your policy and I personally respect it. But if you want to settle comments like "it looks like a mod Warband"...why when making a new video do not apply ALL that is already developed to close the mouth to more than one (I include myself) ?.
Never has a comment better portrayed my feelings toward TW and Bannerlord. The only bright side to this, or way I can justify the actions, is so that the final product really surprises us with many new features and polish never before seen. But correct me if I'm wrong, this seems like a bad marketing technique. You see how this is easily taken as an excuse for these things? Whether it's true or not... what are we supposed to believe?

And man I didn't realize that even the blood was disabled for that blog video lol what is the reasoning behind something like this? I guess lucky for me I never notice all these little issues until someone points them out, so even if it ends up like this in the final product it wont bother me.
 
BIGGER Kentucky James XXL 说:
The people making blogs aren't working on the game. The team isn't one homogenous blob and one of the big problems with projects like this is how specialists on one team can end up waiting for other specialists to finish their jobs.

No Duh, but actual devs would have to spend time creating a media quality build. Rather waste of time for a blog imo.
 
vicwiz007 说:
And man I didn't realize that even the blood was disabled for that blog video lol what is the reasoning behind something like this? I guess lucky for me I never notice all these little issues until someone points them out, so even if it ends up like this in the final product it wont bother me.
I strongly believe that it was just tidbits grabbed by Callum from the version provided and worked on by audio director, so there's no graphical fidelity or additional video options on in the game to shave time from putting the stuff together and loading it for testing. It's really nothing extraordinary to think about that rest of the team doesn't just twiddle their thumbs waiting for graphics department to implement their latest 'wow!', partially why the devblogs media look kinda **** comparing to demos specifically prepared for marketing purposes during events.

Not all of this can be fixed by adding the good stuff, but I imagine a lot of it will.

Also, just to add nonsense to the discussion, I like some of the useless armour designs. I know it's easy to judge from our perspective, but I can see some contemporary people going 'yeah, that's rad!' when coming up with this. Not everyone maxed out their utilitarian trait. Not even when it comes to protecting your own life.
 
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