News And Announcements
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 would like to talk about an aspect of the game which many of you have requested we talk about for quite some time now: singleplayer. We decided that the most interesting way to do this would be to discuss different features and mechanics from the campaign in their own dedicated blogs. We hope that, over time, we can touch on many of the key aspects of the sandbox and give you all a better understanding of what to expect in Mount & Blade II: Bannerlord.
Before a product goes to market, it is important that it has been thoroughly tested to confirm that it is working as intended and that it will meet the expectations of the end user. This is especially true for PC games, which are targeted at wide range of hardware and software configurations, with the aim of providing users with unique, fun and engaging gaming experiences. This is where the unsung heroes of the gaming industry step in, quality assurance (QA) testers. The role of a QA tester is to identify and report any issues with the game, ranging from game-breaking bugs through to obscure and hard to replicate glitches. This is often repetitive and tedious work, but it is vital in order to ensure the quality of the final product. In this week’s blog we talk with QA Lead and Game Designer, Meriç Neşeli, who oversees our dedicated and hardworking QA team.
Mods have always been a huge part of the Mount & Blade experience. Over the years, our talented and dedicated modding community has created some amazing mods which have expanded on concepts and features in our game, such as Diplomacy and Pre-Battle Orders and Deployment, or completely overhauled the game to create unique and engaging gaming experiences, such as Brytenwalda and Prophecy of Pendor. Some of them have brought RPG elements and character progression into a multiplayer setting, (Persistent World, cRPG) while others are just plain silly and fun, (Gangs of Glasgow).
In this week’s blog we would like to reach out to our modding community by answering a selection of questions from our official forums which were compiled by a key member of our community, our modding moderator “Duh”.
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.