The horns sound, the ravens gather. An empire is torn by civil war. Beyond its borders, new kingdoms rise. Gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia. Establish your hegemony and create a new world out of the ashes of the old.
Alle recensies:
Geen gebruikersrecensies
Releasedatum:
To Be Announced
Ontwikkelaar:

Log in om dit item aan je verlanglijst toe te voegen, het te volgen of om het als niet interessant te markeren

Beschikbaar: To Be Announced

 

Recente updates Alles weergeven (18)

19 oktober

Dev Blog 19/10/17



Greetings warriors of Calradia!

The misty hills of north-western Calradia are dominated by the Battanian clans, the original inhabitants of much of the continent. Their hilltop fortresses have born witness to countless wars fought to resist outside invaders: first the Empire's legions, and more recently the rising Sturgian and Vlandian kingdoms. They are masters of the longbow, the night raid, the sudden wild charge out of the woods. They idolise valour, but especially like it when mixed with a bit of mischief - the cattle thief who can whisk an entire herd into the fog; the champion who dines with a rival tribe, and, regaling his hosts with an anecdote of battle, produces from his bag the skull of one of their kinsmen that he took as a souvenir.



As readers have probably guessed, the Battanians are inspired by the Celtic peoples of Western Europe - in particular, the Picts, Irish, and Welsh of the early medieval era. So we'd like to take this chance to discuss how history influences our design. Mount and Blade's Calradia is a low-fantasy setting that we think gains from cleaving fairly closely to history. Our physics-based combat system, for example, gives a well-balanced sword or a hard-hitting axe the characteristics that you'd expect by looking at it. A murderous-looking ascent up a cliffside to assault a fort should be murderous in the game, thanks to an engine that gives defenders the ability to rain down rocks and arrows on attacking forces.

Because of this design philosophy, we try not to introduce any social institutions that would be impossible to find in the technological and economic setting we describe. But we also don't mind borrowing a bit from other times and places outside our core setting, the 10th and 11th centuries. For example, the Dark Age Celts built some mysterious and majestic structures, like massive roundhouses and complex concentric fortresses, but did not build major cities. By then, they'd been pushed back to the margins of Europe, where big cities were hard to sustain. Back in Caesar's day, however, the Celts still lived closer to the economic heart of the continent and created impressive towns known as oppida on key trade routes. So you won't find an exact archaeological antecedent for our Battanian settlements, which mix later Celtic architecture with earlier Celtic town layout. But we think the result will be both visually impressive and credible, sort of an alternate version of how Celtic settlements could have evolved had history been slightly different.



Lots of our characters, too, are based on history - or legends, at least. For example, the Battanian king Caladog is partially inspired by Gruffydd ap Llywellyn, who dominated much of Wales in the 11th century. He was a very colourful figure, ruthless yet possessed of a wicked sense of humour. He is famous for quipping, when accused of having killed off all his competitors for the kingship, "I merely blunt the horns of Wales' sons lest they injure their mother." The charismatic silver-tongued rogue, who'd steal your cattle and then extemporise a poem about it: this was a bit of stereotype of Celts among the English at the time. It's actually a common view that inhabitants of peaceful but despotic kingdoms held of tribal peoples who had a strong oral tradition and enjoyed freedom but little security. Boastful, cunning, resourceful, but perhaps a tad too cussed and individualistic for their own good -- the Battanians aren't an efficient conquering machine like some of their neighbours, but no one makes war with more flair.

Bannerlord gives us some new features to bring out the uniqueness of its cultures, but we're especially excited about minor factions - mercenaries, nomads and outlaw leagues that have their own agendas that aren't part of the struggle for power. One of the Battanian minor factions is the Wolfskins - a society of young warriors who have left their clans to live a life of freedom (and violence) in the woods. So long as they live 'as wolves' - eating no cooked meat, sleeping under no roof, and wearing no woven cloth - they are exempt from the laws of men. The Wolfskins are inspired by the Fianna, a fighting brotherhood who were the stars of a major Irish saga. It treats them as heroes, but they also have a dark side, extorting money from clans who are interested in mundane things like marriage and crops and don't have time to fight all the time. Simon Young, a historian who wrote a brilliantly entertaining reconstruction of "darkest Britain," AD 500, suggests that the Fianna may in reality have given rise to legends of werewolves. The Code of the Wolf however is our own invention.



In next week’s blog we will be talking with Technical Artist, Gökalp Doğan. If you have a question you would like to ask him please leave a reply in the comments and we will pick one out for him to answer.

Discuss this blog post HERE



Facebook
Twitter


Website
Facebook
Twitter
YouTube
Twitch
377 opmerkingen Meer informatie

12 oktober

Dev Blog 12/10/17



Greetings warriors of Calradia!

A video game is made up of a number of key components which come together to create an interactive experience for the player. At the core lies the calculations and scripts which make the game operate and respond to the player’s input, but on the outer layer these operations need to be represented to the player in a way which makes sense and is easy to digest. This is where Graphic Artists step in, turning the cold plethora of numbers in to graphical representations of actions, characters and places to make the game visually come to life.

In this week’s blog we talk to Graphic Artist, Fatma Nadide Öçba. Nadide works on a number of different visual aspects of Mount & Blade II: Bannerlord, helping to relay information from the game to the player, in an immersive and appealing way.


NAME
Fatma Nadide Öçba

FROM
Kocaeli / Maşukiye, Turkey

JOINED TALEWORLDS
2013

EDUCATION
Electrical Electronics Engineering + MSc in Medical Imaging (KTH, Stockholm) + 3D Modelling (Future Games Academy, Stockholm)

OFFICIAL JOB DESCRIPTION
2D/3D Graphic Artist

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
My workflow consists of a number of steps to get an item from the design stage all the way through in to the game. I start by doing extensive research for references, with the vast majority of these being historical items, and they could be anything: books, pens, horse harnesses, torches, you name it… Then I prepare sketches or sometimes I photo bash, (this is a process where I gather photos which have the right colours, angles and references and then paint over them.) Following this I get approval from the game directors and turn these into 3D models for use in the game.



WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
I am a big fan of the really nice level designs, as well as the new game features. Each time there is a new shader, the game looks more beautiful.

Also, when I saw the effects of the cloth physics for the first time I was so hyped! Seeing the clothes and armours move according to world physics was so satisfying.

I also love playing with the atmosphere settings, it makes the props look realistic, (I love testing my horse harnesses with the atmosphere, they look so shiny… so precioussssss.) Salute to the engine coders and technical artists!




WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
Sometimes, the integration of assets into the game can cause some minor problems, but I think I had the most difficulty with skinning my horse armours. I didn’t have much experience with skinning at the time, so it was a somewhat challenging, but fun, learning experience.

WHAT DO YOU CURRENTLY WORK ON?
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!

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
Aserai. I love the Middle-eastern, fairy-tale feeling to the cities of this faction. Dreamy.

DURING THE DESIGN PROCESS, DID YOU SIMPLY DRAW INSPIRATION FROM OUT OF THE BLUE, OR DID YOU USE EXISTING HISTORICAL/FICTIONAL SOURCES? AND IN EITHER CASE; WAS IT HARD TO STICK TO A CERTAIN "PERSONALISED" DESIGN AND NOT COPY TOO MANY ELEMENTS FROM EXISTING DESIGNS?
As I said before, we tend to stick to historical influences for our designs. But as an artist, of course, one would like to be creative, so I usually try to add small ideas and imprint my own personality onto the design. There are also cases that I have to be creative, especially when I can’t find reasonable or enough resources for a functioning model, and so I have to engineer it myself.



Discuss this blog post HERE



Facebook
Twitter


Website
Facebook
Twitter
YouTube
Twitch
495 opmerkingen Meer informatie

Over dit spel

The horns sound, the ravens gather. An empire is torn by civil war. Beyond its borders, new kingdoms rise. Gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia. Establish your hegemony and create a new world out of the ashes of the old.

Mount & Blade II: Bannerlord is the eagerly awaited sequel to the acclaimed medieval combat simulator and role-playing game Mount & Blade: Warband. Set 200 years before, it expands both the detailed fighting system and the world of Calradia. Bombard mountain fastnesses with siege engines, establish secret criminal empires in the back alleys of cities, or charge into the thick of chaotic battles in your quest for power.

SIEGE GAMEPLAY
Construct, position and fire a range of heavy machinery in sieges that will test your wits and skill like never before. Experience epic, sprawling combat across ramparts and rubble as you desperately hold on to your castle or seek to seize one from the enemy.

Historically authentic defensive structures offer the ultimate medieval warfare experience, as you batter a rival's gate with your ram or burn his siege tower to ashes. Mount & Blade II: Bannerlord lets you live every moment of a chaotic battle through the eyes of a single soldier.

DIPLOMACY
Engage in diplomacy, with meaningful consequences that impact the world. Strike historic peace deals that win land for your kingdom or free you to take on a new foe. An all-new barter system gives players flexibility in cementing deals, from marriage offers to treason pacts, offering all the options available to NPCs. Use a new influence system to direct your faction's energies or strangle the aspirations of a rival.

SANDBOX ECONOMY
See the availability of goods ebb and flow in a simulated feudal economy, where the price of everything from incense to warhorses fluctuates with supply and demand. Invest in farms and workshops, or turn anarchy to your advantage by being the first to bring grain to a starving town after a siege or reopening a bandit-plagued caravan route.

CRAFTING
Craft your own weapon, name it and carry it with you to the field of battle! A deep, physics-based system gives each weapon you create a unique set of attributes, strengths and weaknesses. Forge a finely-tuned killing machine to match your own prowess and complement your play-style, or take the sword of your enemy and brandish it as a trophy of war.

MODDING
The engine and tools used to develop Mount & Blade II: Bannerlord are being made available to the community, so that modders can re-interpret Calradia or create their own worlds! Players can now combine different mods, making it easier than ever to play the game of your dreams.

ENGINE
An all-new tailor-made game engine, developed in-house to fulfill the unique needs of the series, offers the perfect balance of performance and graphical fidelity, scalable with the power of your hardware.

Experience Mount & Blade with richer, more beautiful graphics than ever, immersing you in the world of Calradia, rendering the game's magnificent battles with equally spectacular detail.

Systeemeisen

    Minimum:
    • Processor: Intel i3-2100 / AMD FX-6300
    • Geheugen: 4 GB RAM
    • Grafische kaart: Intel HD 4600 / Nvidia GT730 / AMD R7 240
    • Opslagruimte: 40 GB beschikbare ruimte
    • Aanvullende opmerkingen: These estimates may change during final release
Er zijn geen recensies voor dit product

Je kunt je eigen recensie voor dit product schrijven om je ervaring met de community te delen. Gebruik het gebied boven de aankoopknoppen op deze pagina om je recensie te schrijven.