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.”
Selim Çam Dev Blog 13/12/18
Gameplay Programmer (Campaign Team)
"Currently my main focus is on the Children feature we've recently announced. To be more specific, the transition of babies into childhood and children into adulthood, where they will be positioned, how the player will interact with them etc. Besides that, I'm doing some adjustments to the Barter feature.”
Bahar Şevket Dev Blog 17/01/19
Gameplay Programmer
“Right now, I’m working on siege preparation on the campaign map. As you may have noticed, we introduced a variety of siege weapons that can be utilised during siege battles. Both the player and AI armies can build these engines before their assault.
I should mention that we recently made some changes to our siege preparation. Previously, a player who besieged a castle had to select what they wanted to build from a number of engines, one by one. Recently, however, we introduced a new tactics feature. Now, the player will select one of the siege tactics available and will get a preloaded waiting list for siege engines that are useful to the selected tactic. The player will be able to start the bombardment as soon as any machine is finished and will be able to start damaging the defences of the town/castle even before starting the siege mission (battle). The tactic can be changed at any point during the waiting time, based on the defender’s tactic, or any other events occurring in the world at that moment.”
Ugurcan Orcun Dev blog 31/01/19
Audio Director
“A few of the things I'm currently working on are: renewing UI sounds according to our new style, making our ambient sound systems practical to use for modders and recording some voiceovers.”
Paul Kaloff Dev blog 14/02/19
Level Designer and Assistant Game Designer
“Besides my work on multiplayer balancing, I spend my time creating both singleplayer and multiplayer scenes. Multiplayer scenes have a slightly different workflow, which I will elaborate on.
After the first paper concept, I jump into the editor and create a rough whitebox version of the level with measured lanes, for walking/riding distances to the ‘Point of Interest’ from the spawn. After that, I go on to making a more detailed whitebox version, where I focus a lot on getting angles and sizes correct.
Having the level as a whitebox makes it very convenient to do layout changes according to feedback from playtests. It also serves to save me time and restrict myself positively during the following skinning phase, where we replace the white boxes with actual assets and focus more on visual features.”
HereIsWhy 说:
...
Armagan was asked the question why their game is not yet finished. His response was rather concerning for a close release.
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."
Someone asked what would be probabilities of a multi-player only release and he said "We are definitely thinking of a multi-player only release for beta early access" But from what understood from Armagan is that they want to release the game in full version. I think in their mind if they release only multi-player it would kill the game.
...
Later on his talk he was asked what he would add to the game(Bannerlord) that they have not done yet.
His response " I think our biggest expansion is going to be naval combat and later if we can make is the co-op. But these will come out after the game is released"
...
Callum_TaleWorlds 说:
KaneMaB 说:
All I am wondering is why TW is not letting players with over 5000/6000+ hours test some stuff and give their input on it.
There is nothing but benefit in that as far as I can imagine?
Mainly talking about competitive players who have tons of hours with Battle.
Because the game isn't ready for people to play yet. Once it is ready we would love to hear your feedback on it.
Callum_TaleWorlds 说:
I honestly can't wait to show you our new world map. It is looking awesome. ^.^
Callum_TaleWorlds 说:
There is still quite a bit of work left to do on it, but once it is finished I will write a blog about it.