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zmed
Posts: 9234
Location: Orbanistan
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Posted: Fri, 27th Sep 2013 19:42 Post subject: |
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I'm glad they didn't go overboard with the graphics. Means scale can still be huge.
Now gimme EarlyAccess for it... I'm tired of waiting for CA getting their shit together.
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Last edited by m3th0d2008 on Fri, 27th Sep 2013 19:42; edited 1 time in total
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Posted: Fri, 27th Sep 2013 19:42 Post subject: |
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Looks good enough, and you can see parts which are still clearly unfinished (missing sky in one of the pictures, for example). No doubt they'll still do plenty of touch-ups and maybe add some effects before release.
I'd much rather have passable graphics with large amounts of combatants than DX11.2 eyecandy with 20 NPCs max. on screen, anyway.
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Fri, 27th Sep 2013 21:04 Post subject: |
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Spoiler: | |
What has happened to the face of the peasant to the right...
I understand that this game was never focused on graphics, but still...
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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Posted: Fri, 27th Sep 2013 21:23 Post subject: |
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The mud on the ground doesn't look half bad.
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Posted: Fri, 27th Sep 2013 21:35 Post subject: |
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Rifleman wrote: | Spoiler: | |
What has happened to the face of the peasant to the right...
I understand that this game was never focused on graphics, but still... |
It's the "enchantment!" dwarf from Dragon Age
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Posted: Sat, 28th Sep 2013 02:40 Post subject: |
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Come on, it looks way better than Warband.
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Posted: Sat, 28th Sep 2013 02:50 Post subject: |
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Looks great. More than good enough for me. Hopefully they would put more effort into animations though.
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Posted: Sat, 28th Sep 2013 15:41 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 02:57; edited 1 time in total
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Posted: Sat, 28th Sep 2013 19:49 Post subject: |
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Yeah, graphics do not concern me in the slightest for this game. I would be happy if they didn't even update the graphics. All I really want is more content...a much more expanded Kingdom system for one. More building options for villages and cities. Expand the family stuff so that marriage actually matters some. These are the kinds of things I want to see in this game
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ixigia
[Moderator] Consigliere
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Posted: Sun, 29th Sep 2013 03:45 Post subject: |
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Besides if the game will be as moddable as the first one (and I think it will, it has to), expect some Polished Landscapes/Graphical Enhancement mods to be released shortly by the glorious community as usual along with them huge conversions.
If they fix the few things that were rough and add variety/more random stuff that really matters in terms of gameplay (personally I'm more interested in the SP part), it's gonna be epic. Give us the polished tools, we'll do the rest!
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Posted: Sun, 29th Sep 2013 11:54 Post subject: |
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It has to be moddable.. previous one was unplayable without them... simple getting cash for prisoners in very town was saving time and nerves. And it was one of many examples how to make player's life in game harder without any sense at all.
harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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prudislav
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zmed
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Location: Orbanistan
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prudislav
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Posted: Mon, 9th Dec 2013 14:01 Post subject: |
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To be perfectly honest, I don't care so much about the graphics in M&B series. What I would like is a little bit deeper gameplay. Something like a Crusader Kings style where you control more of a dynasty rather than a single entity. That would be epic.
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prudislav
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Posted: Sat, 11th Jan 2014 18:13 Post subject: |
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Mount&Blade II: Bannerlord Developer Blog 3 - Unexpected Parties
Quote: | The campaign sub-team focuses on the systems within the sandbox game that take place on the world map and in the settlements, as well as the interface and the campaign AI, with work on the in-game missions (such as tournaments, battles, sieges) shared across both teams. Much work has been put into the behaviour of the campaign AI, meaning that lords make more sensible decisions with unique influences simulating personal motives and faction obligations. Lords and ladies will sometimes group up into multiple armies, rather than Warband where it was always a collection of all the lords. Not only is the system more realistic but it will create much more variety in the campaign gameplay, fighting in multiple locations on multiple fronts, leading to more interesting choices and depth to the player's actions.
One area that could be called lacking in previous installments in the series is the interface. In the new game, most screens have undergone a complete revolution both graphically and functionally. The approach is to have graphical interfaces that are attractive, informative and simple to use with drag and drop being the most natural and intuitive method usable in almost any situation; combinations of control, shift, left and right clicking will allow acclimatised users to maximise efficiency and speed. During meetings, we go through and discuss the details of all these operations, taking care to make sure that the final product will offer a completely smooth experience. |
Quote: | What you can see in the screenshot is simply a test screen so that we (the developers) can buy any item but the same screen is used for traders and general inventory management. One key piece of streamlining is the ability to directly equip your companions without having to open the conversation screen, switching between the main player and hero characters with the top centre arrows. Whilst this is a nice time saver, there will still be additional reasons to engage your companions in conversation and keep you immersed in the game world. |
http://www.taleworlds.com/en/Games/Bannerlord/Blog/4
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prudislav
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Posted: Sat, 11th Jan 2014 18:19 Post subject: |
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Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries
Quote: | Right now the team is working on one of the most requested improvements for the new game: an expansion of the siege battles. “Request” covers everything from detailed 3 page detailed design documents, to messages saying “makE BetTer SIEges!1”, to people simply angrily complaining about the state of sieges in the previous games. Rest assured, in whichever form you express it, we hear it and it is something we're spending a lot of time on right now.
The goal is to add complexity to the relatively basic system in Warband. At the same time, it is important to avoid breaking something that already works. The benefits of the Warband sieges are that the attackers is pretty much always at a disadvantage, varying from castle to castle, but can overcome it with a superior force. By adding flexibility to the attackers with multiple points of entry, there will be potential for the player to use more tactics and not just brute force, for a more successful engagement. |
Quote: | In the screenshots, you get a little taste of how sieges might feel and while a screenshot will never truly do justice to the chaos and terror of a Warband siege (let alone one in Bannerlord), you'll have to wait a little longer for a video to come out.Needless to say everything seen in the shots is a work in progress but there are a few bits and nibs to be sucked from them, hidden away like nectar in an orchid. Even bees don't eat for free. |
http://www.taleworlds.com/en/Games/Bannerlord/Blog/5
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Posted: Sat, 11th Jan 2014 20:49 Post subject: |
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Those items icons reminds me of Runescape...
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 30th Jan 2014 19:53 Post subject: |
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Apparently Paradox is no longer publishing the game. No idea what it means for the devs.
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Posted: Thu, 30th Jan 2014 19:55 Post subject: |
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zmed wrote: | Apparently Paradox is no longer publishing the game. No idea what it means for the devs. |
That is the case for quite some time already. Nothing new.
Pretty sure they're gonna self-publish over Steam.
2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 30th Jan 2014 19:59 Post subject: |
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Only learned about it now because of the Magicka giveaway.
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Neon
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prudislav
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Posted: Fri, 14th Mar 2014 15:14 Post subject: |
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Mount&Blade II: Bannerlord Developer Blog 5 - Virtual Skeletons
Quote: | We have largely aesthetic animations too, even in combat. The animation for reloading a crossbow isn't going to have a dramatic effect on gameplay - perhaps how low the character bends will affect what obstacles cover them while reloading. The speed of the animation is obviously a factor there but can easily be changed by swapping a few numbers around. What is crucial is that it looks like an actual crossbow being reloaded so that when you see it in the game, you hardly notice it. If, instead, it looks more like the character's bones are made of jelly and they are trying to eat the dirt on the ground, then it will probably have a negative effect on your experience when playing the game - after some initial amusement.
To make these animations we use our motion capture studio as much as possible. The process of motion capture basically involves putting on a rather silly looking suit with little white bobbles ("markers", for the tech-head) on it and making the desired movements in the middle of a host of special cameras (18 in our set up). The cameras track the white bobbles and record the way they move into a computer file. Making animations with motion capture saves a lot of time and painstaking work moving the bones and joints of the virtual skeleton (this is more like a human-ish stick man than an undead in a fantasy game). Simply capturing this in realtime saves a lot of this work, perhaps leaving only some cleaning before the animation is ready for the game. It is also likely to produce a more realistic result as motion capture picks up on more subtle natural movements that are harder to recreate by hand. It is especially useful for idle animations (standing or sitting doing nothing!).
Certain animations are more difficult to capture in our studio. For example our horses are animated by hand since, while it is possible to motion capture a horse, bringing it into the studio as an unexpected variable would disturb our more nervous programmers. Also motion capturing a horse in combat might present some animal rights issues. Charging a horse into a wall would have to be done by hand in any case. |
Quote: | As you can see in the screenshot, the taverns in Bannerlord already have a lot more atmosphere than those in Warband. People are sitting, drinking, stretching and talking just like a real medieval tavern. Though this is still a work in progress and some way from where we want them to be. Our animators are constantly working on making Calradia come to life in order to give the player a vivid game experience while paying attention to detail and life-like movements. |
http://www.taleworlds.com/en/Games/Bannerlord/Blog/6
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prudislav
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Posted: Thu, 8th May 2014 11:18 Post subject: |
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Mount&Blade II: Bannerlord Developer Blog 6 - Astounding Squirms
Quote: | We get messages from a lot of players saying they want to see more immersion and believability in the game. One feature we have planned for Bannerlord is facial animations. For a very long time, faces in games were pretty much completely motionless. There are various studies about the importance of non-verbal communication (facial expressions, body language etc.) in communication as a whole, including the much debated and often quoted “7%, 38%, 55%” figure for words spoken, tone of voice and physical behaviour respectively. We aren't psychologists though and that isn't a debate we need to enter into. The general consensus is that they are pretty important. |
Quote: | The results in game are already fairly astounding, bringing characters to life as they squirm and grin accordingly during conversations. They won't just be visible in conversations either; battles, town scenes, feasts, prisons and everywhere will all feature animated faces. The battles are an area of the game where we think the animations are going add a lot of fun and engross the player in the action. Not only hearing but seeing soldiers cry out in fury or pain, as the chaos of the fight ensues, contributes to an altogether more engaging and thrilling experience. This is a serious step forward from previous games in the Mount&Blade series which featured completely expressionless faces. It isn't the end of the world and it may matter to some players more than others but in a game where you have marriage, it's nice to see some emotion on the face of your betrothed, rather than that same dull-eyed look she's been giving you for the last 3 poems you read to her.
On the technical side of things, all of the facial animations are made by hand. The face is bound to a skeleton (similar to the one used for the full body, as described in the previous blog) that allows different parts of the face to be stretched and squashed naturally into different forms. For each fixed form of the face we use blendshapes or morph targets to control the movements which are compatible with whatever kind of face you make. When it all comes together and a character has a believable, interesting reaction during a conversation it really creates some special moments that we think players are going to respond positively to and enjoy. |
Quote: | Although this is something we have been asked about specifically, we know there are a lot of messages asking about gameplay mechanics and combat as well. We will proceed with talking about everything in the game in time and not mentioning them shouldn't be taken to mean that we don't care about them or aren't working on them! In fact quite the opposite. It's because they are receiving so much attention and are liable to change based on design decisions, through testing and iteration, that we are cautious of talking about something that ends up changing by the time our game is available to play. |
http://www.taleworlds.com/en/Games/Bannerlord/Blog/7
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Posted: Fri, 9th May 2014 03:46 Post subject: |
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man, that still looks terrible
there were some much prettier face models earlier
but i don't really care about the face.. i just want them to work some more activities into the game world.
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