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.
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Actualizări recente Afișează tot - (13)

14 septembrie

Dev Blog 14/09/17



Greetings warriors of Calradia!

A game engine is one of the core components of a computer game. Licensed game engines tend to offer a flexible approach to game development by providing a variety of options and features for a wide range of genres. However, developing your own game engine allows you to create exactly what you need for the task at hand. Granted, it is a monumental task to undertake, but we feel that the benefits far outweigh the time, energy and financial investments required to produce something which will allow us to achieve our goals and ultimately improve the quality of the final product. Our engine, which was built entirely in-house, focuses on the crucial needs of Mount & Blade II: Bannerlord. It is tailored to helping the game reach its full potential, which is something that would be hard to accomplish with another engine. This is what our engine team tries to achieve. Smooth gameplay, big battles and great visuals are their primary ambition. Murat Türe, Lead Programmer of the engine team, works on making Bannerlord optimised, moddable and huge, while retaining all of the key features which made our previous games so successful.


NAME
Murat Türe

FROM
Ankara, Turkey

JOINED TALEWORLDS
2013

EDUCATION
Computer Engineer

OFFICIAL JOB DESCRIPTION
Lead Programmer (Game Engine Team)

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
When I arrive at the office, the first thing I do is check my mail. I am in constant communication with each department of the development team to ensure that any issues relating to my work are highlighted. Then I proceed to check any newly opened reports from the QA team, who work tirelessly to find any problems with the game and the engine. Following that I check the previous night's automated performance test reports, which we use to gather data over a period of time to help us monitor game stability and to check the impact on performance that any recent changes have had. After gathering all of this information I relay it within my team so that we can resolve any problems and make improvements to the engine.

Throughout the day, I attend code design meetings, work on code reviews and write additional code in my spare time. I also create my own performance profiles for the game using various configurations. For example, I will test huge infantry sieges to record the performance of a very specific situation. I will then repeat the tests using cavalry or ranged units to track any changes.


WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
My happiest moments while developing the game are when a new optimisation is working and I see the FPS counter rise. We are striving to make the game run as smoothly as possible on a wide range of systems and it gives me great satisfaction and pride in my team to see how the game is constantly improving.

Visually I really enjoy our new cloth simulation system, but I must admit that the particle effects in big battles are my favourite.


WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
Improving stability, performance and visual quality at the same time, without sacrificing any of them. We devised a way to handle this using a detailed integration system, lots of automation, and with our hard working QA team!



WHAT DO YOU CURRENTLY WORK ON?
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.

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
My favourite faction in the game would have to be Khuzait, for cultural reasons.

HOW WOULD YOU COMPARE THE ENGINE FOR BANNERLORD TO THE ORIGINAL ONE?
I will try to explain the major improvements with respect to the old engine.

The rendering and postFX system has been revamped. We have a Physically Based Rendering engine which ensures that the materials in the game are visually appealing and consistent. Better Depth of Field, High Dynamic Range imaging, Screen Space Reflection and Ambient Occlusion techniques have been added and optimized. A GPU simulated cloth system has been introduced, (which has a general material system that supports different kinds of meshes,) enhancing the animations and visuals of the game.

Mount & Blade II: Bannerlord relies even more on CPU usage than Warband. Hundreds of characters, more advanced animations, an Inverse Kinematics system, individual AI, formation AI, combat calculations, (which do not change in respect to distance or visibility,) and many other requirements really increase the burden on the CPU. In order to accommodate this, our optimisation efforts are more heavily focused on the CPU. We generally try to use Data Oriented Design, which enables us to achieve high amounts of parallelism and core usage. Currently, 60-70% of the frame is fully parallel, which means it can, and will, use all of the cores of current and next gen CPUs for the foreseeable future, (the old engine generally used to use 1, or at most 2 cores.) This means that as new, higher core count CPUs begin to emerge, Bannerlord will scale well with the new hardware and players will be able to test bigger and denser battles. Currently our aim for battle sizes on current generation high end gaming CPUs is at 800 characters, at 60FPS.

The size of scenes is generally around 4 km square, which is much larger than in Warband, and scene creation is much faster. We developed lots of new editing tools for objects, terrain and flora for the scene designers to use. We have an advanced terrain system which can support up to 16 layers per scene, with no restriction on layers used per node. Also, the designers now have access to a scene upgrade level system, (a scene masking system which is used in siege scenes to allow level 1-3 castles to be placed in one scene,) and a new weather system, (which is used for creating different weather versions of the scene.) With all of the CPU and hard drive optimisations we try to achieve <1 second loading times on these bigger scenes.


Discuss this blog post HERE


Mount & Blade

TaleWorlds Entertainment
324 comentarii Află mai multe

7 septembrie

Dev Blog 07/09/17



Greetings warriors of Calradia!

Mount & Blade features a unique single player mode: instead of closely following a storyline, we want players to experience their own unique adventure on each playthrough. This presents us with a great challenge on both the narrative and technical fronts. We have to make different places, missions, characters and systems capable of responding dynamically to what the player wants to do, creating a rich and deep emergent narrative. As the lead programmer of the Campaign Team, Berat Ceren Üstündağ’s job is to implement these systems to create a campaign that can truly react to the player and allow them to be the captain of their own destiny.


NAME
Berat Ceren Üstündağ

FROM
Ankara (Turkey)

JOINED TALEWORLDS
2012

EDUCATION
Computer Science

OFFICIAL JOB DESCRIPTION
Lead Programmer (Campaign Team)

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
Mostly, I’m working on non-battle scenes like tournaments, towns, villages, taverns etc. For NPC agents, I work directly with the animators – we are trying to make them feel as real as possible so that you get the sense of a living world while walking around the streets of towns and villages. I also collaborate with the artists - I prepare scripted entities for them, and then they use these entities to prepare a scene for a game mission. Apart from that, I implement quests and work on some other campaign features.

I have short meetings twice a week with the rest of the campaign team, and there are times when I attend design meetings to discuss the technical details of game features.




WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
I think I like the randomness of the world the most. There are factions, nobles and notables, relations between them, settlements with different specialities... All of these aspects change from game to game and we cannot know exactly where players will be and what they will face in that kind of unstructured gameplay. For example, our common quests are dynamically created by the current state of the world. This means that we don’t just spawn in characters or create the conditions for a quest, but rather that the game looks to see what is currently happening and offers a mission based on what is available.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
I think the most difficult part is trying to keep every feature moddable. This is something that we have to constantly keep in mind while we are adding a new feature or maintaining an implemented part of the game.

WHAT DO YOU CURRENTLY WORK ON?
Currently I’m working on quests.

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
I like all of them, but if I had to pick one it would be Battania. I enjoy the atmosphere of that faction's towns and villages.

HAVE ANY CHANGES BEEN MADE TO THE RECRUITMENT SYSTEM?
There have been many changes to the recruitment system. First of all, players can recruit base troops only from notables of fiefs. Some notables even provide higher level troops, such as archers or infantry, rather than just recruits. Depending on the relations with that particular NPC, they can provide a reduction in the recruitment cost or offer more troops for the player to hire.

Some special troops, such as Vlandian Knights, represent minor nobility. These kinds of units have completely different troop trees. In the instance of Vlandian Knights, they can only be upgraded from Vlandian Squires, who in turn can only be recruited from NPC nobles. With this in mind, it is wise to maintain good relations with Vlandian nobles if your eventual aim is to have Vlandian Knights in your party.

However, that’s not to say that you are restricted from acquiring heavy cavalry if your relations with the Vlandian nobility is too poor. You will still have access to Vlandian Men-at- arms, who are almost as skilled as Knights but aren’t as heavily armoured.



In next week's blog we will be talking with Murat Türe, Lead Programmer of the Game Engine Team. If you have a question you would like to ask him then please leave a reply to this post and we will select one for him to answer.

Discuss this blog post HERE


Mount & Blade

TaleWorlds Entertainment
347 comentarii Află mai multe

Despre acest joc

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.

Cerinţe de sistem

    Minim:
    • Procesor: Intel i3-2100 / AMD FX-6300
    • Memorie: 4 GB RAM
    • Grafică: Intel HD 4600 / Nvidia GT730 / AMD R7 240
    • Stocare: 40 GB spațiu disponibil
    • Note adiționale: These estimates may change during final release
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