Evolution of the campaign UI (based on dev blog screenshots)

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Having re-watched every gameplay video released about Bannerlord a dozen times over, I decided I may as well spend an equal amount of time digging through previous dev blogs to track how Bannerlord's campaign graphics and UI have evolved over time.

I called out iterations of UI elements with v1 = red, v2 = yellow, v3 = green, and v4 = blue.  It's interesting to see how some elements are basically the same as from 2017 (e.g. army info), while others have been updated multiple times.  Curious to see if anyone else spots interesting details.

Campaign map:
UGIQzoM.png

h8mfZuM.png

7bhM3qj.png

Armies & Parties:
4MLw6FN.png

NhG4Jcz.png

8avZqb2.png

Settlements:
YBopDWd.png

uNItQ9s.png

Also apologies for not embedding the pictures directly; I tried but am a noob at HTML :ohdear: Thanks to AmateurHetman for helping me figure this out!
 
Interesting screenshots. Remember there are also two UI Blogs:

Eventually, we realised that the time and energy we were spending on UI was really holding us back, and the only way to have a UI that would fit our vision for the game would be creating our own UI library. After all, some problems are just opportunities in disguise!

Now, that was a really scary prospect because we had already invested thousands of man-hours into the existing UI. Fortunately, early in the development process, we had decided to use a paradigm called MVVM to create the UI. This meant that part of our code was in neat C# classes that did not depend on any specific UI library, and we would be able to re-use this part of our work even if we had to re-do the rest. Yay!

https://steamcommunity.com/games/261550/announcements/detail/3648371458947851581


putting together a screen usually goes like this: We create a wireframe version of what would the screen look like while accomplishing the necessary needs with the user experience (UX) in mind. I talk with other teams about what the backend logic should look like, and then set about implementing the screen in a bare-bones state (placeholder assets and dummy data to test its functionality). I try to have a bit of fun with placeholder assets as well! For example, our current placeholder loading screen animation a butter jar moving across the screen, and our default save/load character image is Yaga. After the UI skin design is done, I replace the placeholders with new and better-looking assets. Finally, we playtest the game with the new screen and make improvements to it as we continue development.
https://steamcommunity.com/games/261550/announcements/detail/1687052461806869344
 
Right after the first changes, I thought... what the hell are these Taleworlds guys doing... they' re messing up the "medieval" essence. Seeing how the UI advances towards a more sober design that favors legibility and good comprehension; my opinion has changed with it. I like the approach that the UI has taken, it has been refined more towards a "modern medievalism". Being picky (as usual  :cool:) would only change one thing. That all UI elements in the campaign map (bottom bar) are automatically hidden if they are not being used. To rediscover them, a simple hover with the mouse. You would give more importance to the beautiful campaign map we have nowadays.
 
84Slashes said:
Having re-watched every gameplay video released about Bannerlord a dozen times over, I decided I may as well spend an equal amount of time digging through previous dev blogs to track how Bannerlord's campaign graphics and UI have evolved over time.

I called out iterations of UI elements with v1 = red, v2 = yellow, v3 = green, and v4 = blue.  It's interesting to see how some elements are basically the same as from 2017 (e.g. army info), while others have been updated multiple times.  Curious to see if anyone else spots interesting details.

Campaign map: https://imgur.com/a/gTh3Iva

Armies & Parties: https://imgur.com/a/gijTYkm

Settlements: https://imgur.com/a/3doKhRS

Also apologies for not embedding the pictures directly; I tried but am a noob at HTML  :ohdear:

Great stuff. Looking at the last 2 images of the campaign map, I can see now what Armagan means with ''we think we've finally nailed everything we've fiddled with/failed in the past''. The difference between the first few SS and the last ones is a very pleasant change.  I remember back when they showed the first few SS it looked like such a mess, I didn't enjoy looking at the UI at all. Now it has a more ''Civilization'' feel to it, IMO. Everything looks clear, to me.
 
It's really good to see how the UI and overworld map became so good by evolving one bit at a time.

It's looking almost finished in more recent screenshots, giving the game a AAA feel.
 
84Slashes said:
Also apologies for not embedding the pictures directly; I tried but am a noob at HTML  :ohdear:

Campaign map:
UGIQzoM.png

h8mfZuM.png

7bhM3qj.png

Armies & Parties:
4MLw6FN.png

NhG4Jcz.png

8avZqb2.png

Settlements:
YBopDWd.png

uNItQ9s.png

Here you are, you can embed this into your original post with the code below:
Code:
Campaign map: 
[spoiler][IMG]https://i.imgur.com/UGIQzoM.png[/IMG]
[IMG]https://i.imgur.com/h8mfZuM.png[/IMG]
[IMG]https://i.imgur.com/7bhM3qj.png[/IMG][/spoiler]

Armies & Parties: 
[spoiler][IMG]https://i.imgur.com/4MLw6FN.png[/IMG]
[IMG]https://i.imgur.com/NhG4Jcz.png[/IMG]
[IMG]https://i.imgur.com/8avZqb2.png[/IMG][/spoiler]

Settlements: 
[spoiler][IMG]https://i.imgur.com/YBopDWd.png[/IMG]
[IMG]https://i.imgur.com/uNItQ9s.png[/IMG][/spoiler]
 
vicwiz007 said:
So nice and not intrusive. The way the settlement menu loads in the world view now has got to be the best change from Warband/earlier BL builds.
And if I'm not mistaken I believe they've said that each town's model on the world map is representative of what they look like when walking around in it/during battles. Very nice touch.
 
Thank you AmateurHetman, I've modified the OP.

I took a closer look at the campaign map screenshot from the last blog post and have to say, compared to some of the Battanian and Empire cities we've seen, Sargot looks a bit rough around the edges:
jwWm9rg.png

Previous images of Dunglanys and other cities have looked much more natural with more rounded walls, whereas Sargot looks like it's made of matchsticks or cardboard cutouts. A minor complaint in the grand scheme of things.

 
I don’t mind the feature not being in the game so much as I mind them telling us about it and taking it out, Jesus Christ this game has been worked on for a decade and you are telling us you are removing features not adding them?
 
[SOTR] Roy said:
I don’t mind the feature not being in the game so much as I mind them telling us about it and taking it out, Jesus Christ this game has been worked on for a decade and you are telling us you are removing features not adding them?

A game needs to balance all of its features. If any one detracts from the whole experience it needs to be modified or cut. Every development involves compromises and hard choices. The only difference is that these are normally less public. Nothing goes from concept to implementation and through testing without changes.
 
[SOTR] Roy said:
I don’t mind the feature not being in the game so much as I mind them telling us about it and taking it out, Jesus Christ this game has been worked on for a decade and you are telling us you are removing features not adding them?
I completely agree.
 
Phalnax811 said:
RoboSenshi said:
Seeing the first screenshot just reminds me of the village development feature that was removed which honestly still kinda pisses me off.

Seconded. I'm not over it either.

Every time i see those old screenshots with buildable castles and the 4 slot system i cry a little inside, it was such a nice feature and you only had two fief types, cities and villages which could or could not become castles based on need and strategic placement, the game is shaping up to be amazing but we are back to city, castle and village system and now villages seem to be just placeholders since you can only own cities or castles and the villages just come attached to them..
 
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