Mount & Blade II: Bannerlord - All News
Thursday - May 08, 2014
Mount & Blade II - Developer Update #6
TaleWorlds Entertainment has posted the next development update for Mount & Blade II: Bannerlord. This time we get a look at how they bring the NPCs to life.
Developer Blog 6 - Astounding Squirms
Players of Mount&Blade, idle passers and intrigued discoverers, Happy Friday to all. This little blog is about our progress making the game Mount&Blade II: Bannerlord. It doesn't cover everything we do but it tells you a little bit here and there which some may find of interest. “Never make a 6th album”, say the cynics. “Stop after the successful 5th!” - hogwash, we'll continue this blog until the sun rises in the west and sets in the east... or maybe just while we're working on Bannerlord.
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.
Monday - March 31, 2014
Mount & Blade II - Player Survey
TaleWorlds Entertainment has a new post on the Mount & Blade II: Bannerlord website with a new Player Survey to collect more data to help develop the game.
Hello Mount&Blade players of all demographics!
What does demographic mean? Why is that important? I don't know, maybe no one does but here at TaleWorlds we're looking for answers or... at least responses.
Meaningless drivel aside TaleWorlds is looking to collect some data about the players of Mount&Blade, with a good old fashioned survey. We feel like we have a pretty good handle on our players' likes and dislikes already because you like to make them known to us through forums, twitters and facebooks but have decided that getting results for a survey might be a nice way for us to get some of that as cold hard data.
If you have a spare few minutes then it would be great if you could help us out by filling out the forms and checking the boxes at this link: http://www.taleworlds.com/survey
All of the data is completely anonymous and so doesn't require you to enter any personal information whatsoever. Thank you in advance!
Saturday - March 15, 2014
Mount & Blade II - Developer Update #5
TaleWorlds Entertainment has posted the next development update for Mount & Blade II: Bannerlord. This time we get a look at how motion capture works in the game.
Happy Friday to avid readers and passers by. It has been a little while since our last Bannerlord Blog. In this entry we are once more decreasing the number of unblogged rooms in the office by one. Although some animations are made and polished in various parts of the office, many are captured in our very own motion capture studio near the main door of our offices. The animation hub and thus the associated blog room for this episode.
Sunday - January 26, 2014
Mount & Blade II - Developer Update #4
TaleWorlds Entertainment posted the next development update for Mount & Blade II.
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.
For this week, focus will be drawn on the other half of “Team 1” (see Blog 3 for an explanation), developers of the combat and physics aspects of the engine, as well as web development. The room is calm and quiet, closest to the main door of all the development teams. Mount&Blade is arguably most well known for the originality of its combat system, so in developing the next full installment in the series, it is naturally an area which receives a lot of attention during design discussions and testing. A constant work of refinement. Visits to and from the engine team are a norm and work is done closely with the animators, whose role in the combat system is a vital one.
Sunday - December 22, 2013
Mount & Blade II - Developer Update # 3
TaleWorlds Entertainment has posted the next development update for Mount & Blade II: Bannerlord.
Mount&Blade II: Bannerlord Developer Blog 3 - Unexpected Parties
To all interested and uninterested parties, let it be known that we at TaleWorlds are making a new game, by the name of Mount&Blade II: Bannerlord. It is the next in the Mount&Blade series and a prequel to Mount&Blade Warband. This is the third entry in our Developer Blog, talking about making the game to whoever wants to listen. Thisweek we're talking about the campaign team, developers of the game's single player mechanics and gameplay. The team formerly known as “Team 3”...
It is tradition in the blog, to discuss the relative location of the teams' rooms in the office. The campaign team is directly opposite the engine team (mentioned in blog 2) and again very central. This is equally as useful as it is for the engine team but not because the campaign team receive a large number of wanderers, it's because they do the wandering. By focusing directly on the gameplay itself, oftentimes additions or changes are needed from the engine team, the artists or whoever to make a planned game mechanic work. It doesn't matter if it's a tap on the shoulder, a lean from the side or an instant message; a campaign team member always wants something from you. A variation of a map icon perhaps, or a piece of your soul.
Sunday - December 15, 2013
Mount & Blade II - Developer Update # 2
TaleWorlds Entertainment has a new development update about painted plants. Yes you read that right the first update was about hair, and now plants.
Mount&Blade II: Bannerlord Developer Blog 2 - Painted Plants
As a preamble to this blog entry, we would like to extend our sincere thanks for the incredible response to the previous blog. We expected excitement and we know (because you rarely take a break from telling us, which is great!) that you want information from Bannerlord but the feedback certainly exceeded our expectations. The blog was our most liked, shared and far reaching post on Facebook, the forums went crazy (more so than usual), on Reddit we had a great interest on /r/mountandblade as well as reaching the front page of /r/Games and on Twitter... well predictably everyone had a lot of fun with caps lock.
Avid blog followers and newcomers to the series, in this, our second blog, we're talking about our team of engine programmers and their role in our development process. It is fitting that the engine team sits in the centre of the office, developing the core of the game. The room is generally busy with the comings and goings of demanding developers, the hardware is powerful and the attitude is relaxed and open. Inside dwell the gremlin exterminating gremlins. The light masters. The engine engineers.
Thursday - November 28, 2013
Mount & Blade II: Bannerlord - Developer Post
Mount & Blade II: Bannerlord has a new developer update talking about the art department, and how the game handles hair.
One of the current focuses of the artists is on character hair. Hair is a great challenge for all games; simulating realistic movement and texture when you have so many individual strands moving separately is incredibly resource intensive, when done in real time. Some games use certain techniques to improve the simulation, while saving resources but in a game like Mount&Blade, where you may have 100s of characters on screen, the balancing act becomes significantly more difficult. Our current working method is: a textured base (something like a hair coloured swimming cap) with groups of hair strands (rendered onto polygons with alpha channels) moving in various directions to give a natural look. This adds more depth than the method used in warband, which relied on the texture to give depth to the hair. You can see the difference below (Left: Warband, Right: Mount&Blade II: Bannerlord):
It goes without saying but what you're seeing is the game in its current state and the hair will likely see further changes and improvements. That means, if there's something you don't like about it, feel free to let us know via an ALL CAPS tweet with several exclamation marks but there's a good chance we're not completely happy with it either... just yet. The most important thing is that it's something which can be used en masse without heavily impacting on performance, a possiblilty achieved by the strength of our new game engine.
Sunday - September 29, 2013
Mount & Blade II: Bannerlord - First Glimpse
TaleWorlds Entertainment offers the first glimpse of Mount & Blade II: Bannerlord with some new screenshots, and artwork.
The once-mighty Calradic Empire is in a state of decline. Warlike tribes have seized swaths of its territory. Client kingdoms have declared their independence. The Emperor has died without leaving an heir, leaving three jealous factions to scramble for power. Mercenary companies, bandit lords and nomads hover on the sidelines like vultures waiting for a meal.
A hero who can master the art of single combat, of leading armies in battle, of plotting ambushes and raids, and of exploiting the rivalries of noble houses and tribal clans may be able to unite this Empire -- or, alternately, to deal it the final blow that sends it crashing down. Will Calradia experience one final sunset of imperial glory, or slip into a night of chaos before a new age dawns?
Information aboutMount & Blade II: Bannerlord
SP/MP: Single + MP
Voice-acting: Partially voiced
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Taleworlds