Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

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<p>Happy New Year to those operating on the Gregorian Calender and a round, warm hello to all. “Blog!”, they cried and it was written. 2013 has been a year of growth for us at TaleWorlds and with each passing month, work intensifies on Bannerlord. The new year has already started with the achievement of 100,000 likes on our official Facebook page. It feels like a great milestone and we'd like to thank everyone for all the support. Now let us tell you a little bit more about making Bannerlord.</p></br> Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/5
 
ReaperWolf 说:
Maestrro 说:
Rebel King 说:
Adding LAN in the singleplayer campaign will for sure improve the game because playing with friends is waaay more fun.
yes
My sister and I are usually nowhere near each other. I think I'd prefer online co-op. It would be easier to access, at least for us. But then that brings along its own problems, doesn't it?
There are many programs for that.It functions through the web and help you play games as if you are actually playing via LAN.I use Hamachi.
If you already knew this, and just stating that the ping would be huge; please ignore this post.
 
gkx 说:
cncgamer87 说:
I didn't spend the time reading all the previous entries. I had a question, if you could help me that would be awesome.


What programming language is your game's engine written in?

It's written in C++.
Would you recommend learning C++ if I aspire to mod Bannerlord?
 
I'd say it's highly unlikely you have direct access to the C++ code. Modding will probably be done with a high-level language like the first game.
 
Hello,

As I promised a while ago, I'm challenging TaleWorlds regarding town scenery. My reason for doing so is the fact that sieging and holding a town for youself does not seem actually rewarding enough. Specifically, from a player's point of view, I'm against splitting the town in multiple scenes that have absolutely nothing to do with each other (center, alley, walls etc). In my opinion, this is a factor that makes me not to struggle for a town, mainly because my area of movement and exploring is heavily restricted by meaningless barriers. Secondly, while sieging a town, I certainly don't like to spawn under the enemy's wall (literally), and it is no fun when you can only move a few dozen square meters on the siege map. In short, there's no freedom, no immersion and no realism. What I want from Bannerlord is a single sandbox scene with everything included (like castles), and much bigger. I want to feel that I'm inside a living town that I can explore as much as I want. Why do I think it might be the same in Bannerlord? Because I saw a screenshot where the town scene seems to be Warband style.

So, after like 3 days of work (with pauses), I have managed to finish this little pearl (with AI meshes included).
The Bowman 说:
Good news. I have finally finished the town. It replaces Sargoth; the work includes the town center, the alley, the store, the tavern and the castle (which were completly remade to fit the barbarian theme).
Download.

I tested it in the siege, and it's really fun. The attacker spawns far on the beach near two ships (pretending that you sailed :razz:) and goes towards the town, which is full of archer points, covering all the front walls. I hope you enjoy it too.

Now, as you can see my scene, I would also like to point out my achievements, compared to the default maps.
1. This is a completly integrated scene. The siege scene, the alley and the center are all the same.
2. The map is not limited to only the town area. You are free to explore where you want hundreds of meters away from the town itself.
3. I tried my best to bring immersion to it. This example has 2 villages around it, a fishing hut, a woodcutter's hut and a tannery.
4. While sieging, you spawn far from the town, right at the edge of the map. In this way, the ranged troops work at their full potential in favour for both defenders and atackers. Moreover, you have all the freedom to move your troops across the map and choose your tactics.
5. During the siege, there are slight differences for the sake of immersion, like some ships at the beaches, which simulates that the atackers have sailed. In the normal scene, the ships are gone, to create the feeling that everything is peaceful.

No, that wasn't done with alien technology. It's just the good old Native Warband. If you complain that the map might lag, you have to note that the devs have a new engine, right?
I'm still going on with the challenge to show you all that a town from Mount&Blade can be more than a few bits of nothing. So far, I hope that one day, a dev will come and post a town scene that woud make my jaw drop one meter below the sea level (:razz:), but for now, I'm trying to convince them to renounce the old way of doing some things.
 
The Bowman 说:
Hello,

As I promised a while ago, I'm challenging TaleWorlds regarding town scenery. My reason for doing so is the fact that sieging and holding a town for youself does not seem actually rewarding enough. Specifically, from a player's point of view, I'm against splitting the town in multiple scenes that have absolutely nothing to do with each other (center, alley, walls etc). In my opinion, this is a factor that makes me not to struggle for a town, mainly because my area of movement and exploring is heavily restricted by meaningless barriers. Secondly, while sieging a town, I certainly don't like to spawn under the enemy's wall (literally), and it is no fun when you can only move a few dozen square meters on the siege map. In short, there's no freedom, no immersion and no realism. What I want from Bannerlord is a single sandbox scene with everything included (like castles), and much bigger. I want to feel that I'm inside a living town that I can explore as much as I want. Why do I think it might be the same in Bannerlord? Because I saw a screenshot where the town scene seems to be Warband style.

So, after like 3 days of work (with pauses), I have managed to finish this little pearl (with AI meshes included).
The Bowman 说:
Good news. I have finally finished the town. It replaces Sargoth; the work includes the town center, the alley, the store, the tavern and the castle (which were completly remade to fit the barbarian theme).
Download.

I tested it in the siege, and it's really fun. The attacker spawns far on the beach near two ships (pretending that you sailed :razz:) and goes towards the town, which is full of archer points, covering all the front walls. I hope you enjoy it too.

Now, as you can see my scene, I would also like to point out my achievements, compared to the default maps.
1. This is a completly integrated scene. The siege scene, the alley and the center are all the same.
2. The map is not limited to only the town area. You are free to explore where you want hundreds of meters away from the town itself.
3. I tried my best to bring immersion to it. This example has 2 villages around it, a fishing hut, a woodcutter's hut and a tannery.
4. While sieging, you spawn far from the town, right at the edge of the map. In this way, the ranged troops work at their full potential in favour for both defenders and atackers. Moreover, you have all the freedom to move your troops across the map and choose your tactics.
5. During the siege, there are slight differences for the sake of immersion, like some ships at the beaches, which simulates that the atackers have sailed. In the normal scene, the ships are gone, to create the feeling that everything is peaceful.

No, that wasn't done with alien technology. It's just the good old Native Warband. If you complain that the map might lag, you have to note that the devs have a new engine, right?
I'm still going on with the challenge to show you all that a town from Mount&Blade can be more than a few bits of nothing. So far, I hope that one day, a dev will come and post a town scene that woud make my jaw drop one meter below the sea level (:razz:), but for now, I'm trying to convince them to renounce the old way of doing some things.

Looking at the maps, extensions and mods this community have created within warband, I really cannot imagine what will you achieve with our new editor and improved modding support. And we have got very great scenes, don't worry, our artist team is working hard on them.
 
gkx 说:
And we have got very great scenes, don't worry, our artist team is working hard on them.
index.php

:razz:
 
gkx 说:
Looking at the maps, extensions and mods this community have created within warband, I really cannot imagine what will you achieve with our new editor and improved modding support. And we have got very great scenes, don't worry, our artist team is working hard on them.

That's what I wanted to hear. I have all the expectations that Bannerlord Native towns will look better than mine. :smile:
 
gkx 说:
Looking at the maps, extensions and mods this community have created within warband, I really cannot imagine what will you achieve with our new editor and improved modding support. And we have got very great scenes, don't worry, our artist team is working hard on them.

Map editor will be a part of game like in Warband or it will be divided like Dedicated server files for Warband?
 
Looking at the maps, extensions and mods this community have created within warband, I really cannot imagine what will you achieve with our new editor and improved modding support. And we have got very great scenes, don't worry, our artist team is working hard on them.

This.
 
gkx 说:
Looking at the maps, extensions and mods this community have created within warband, I really cannot imagine what will you achieve with our new editor and improved modding support. And we have got very great scenes, don't worry, our artist team is working hard on them.

Gosh, all this teasing. Bannerlord had better be good, it'd better be... *shakes fist*
 
Just you be remembering TW, that the goal here is not making nice dev blogs to show us, but devving a nice game.  :wink:
 
Lusted said that the blog has been put on hold, because the game feature they're working on is taking longer than expected.

I don't know where this idea comes from that they're "taking time" to make the blog. it's two screenshots and ~500 words of text; no more than a day's work for one person. compared to the amount of effort that goes into game development, the blogs aren't exactly going to affect the release date.
 
jacobhinds 说:
Lusted said that the blog has been put on hold, because the game feature they're working on is taking longer than expected.

I don't know where this idea comes from that they're "taking time" to make the blog. it's two screenshots and ~500 words of text; no more than a day's work for one person. compared to the amount of effort that goes into game development, the blogs aren't exactly going to affect the release date.

A days work mate?

I can put this together in an hour.

"Oi, can you send me two random screens of the world map man?"
"Sure thing mate, check your email"

*meanwhile*

"Hmm yadda yadda yadda heres some stuff about something in the game.... OH LOOK AN EMAIL WITH SCREENSHOTS, LETS EMBED IT"

****ing done.
 
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