News And Announcements
Mount & Blade gameplay is centered around battles and it is of critical importance for the player to understand how things are progressing. Whether you are engaging a few bandits in a skirmish or taking part in an epic battle, you want to know how various troops perform and which enemies present the most danger. To address this and to give the player a detailed account of the battle, we have added a battle report overlay. In this week’s blog, we take a look at this feature and try to explain how it works.
Mount & Blade II: Bannerlord is a bit different from other sandbox games. There are some in which the story isn’t linear, so you can more or less play it in any order while you explore the world. In others, there is no such thing as a broad story that encompasses the whole game, or if there is, it is less important than the world itself and its inhabitants: you are free to roam to discover them. What we intended to do with the original Mount & Blade, and what we are working hard to do even bigger and better in Bannerlord, is to create a game where you get to create your own story from scratch, where you make your own decisions and live through the consequences. In this week’s entry of our dev blog, we talk with one of the people responsible for creating this magic: Campaign AI Programmer, Ozan Gümüş. If we think of Mount & Blade II: Bannerlord as a “box of tools” you can use to create and live your own story, he’s one of the people who help to create and shape those tools.
One of the main activities you carry out in Mount & Blade games is visiting towns. Towns serve as trade hubs and strongholds where you can socialise with the nobility, recruit companions or get quests. For Bannerlord, we spent a lot of effort on the town menus to make the experience as fun and immersive as possible.
For regular followers of this series of blogs, it will come as no surprise to hear that, for Bannerlord, we draw our inspiration for each faction from a number of historical cultures and peoples. Using real-world cultures in this way gives us a great starting point when it comes to creating visual assets for the game. It allows us to create weapons, clothing, armours, buildings and practically everything else in the game in a way which looks and feels authentic to players. However, the low fantasy setting of the game gives us room to inject our own flair and flavour into each item we create, which is something our artists certainly make the most of. In this week’s blog, we talk to one of these artists, Ömer Zeren, who will tell us a little bit about his workflow and what it takes to get a design from the drawing board and into the game.
In Mount & Blade II: Bannerlord, whether you are trading goods or taking part in a military campaign, a large portion of your time will be spent traversing the campaign map. The campaign map acts as your portal to virtually every other aspect of the game: the diverse array of settlements, the huge and epic sieges, battles, trade, diplomacy, etc. In this week’s blog, we would like to show you some of the work we have been doing to improve this core feature of the game.