News And Announcements
Over the course of the past few months, one of the most commented features that we have shown in this dev blog is the use of siege engines when someone is trying to take a castle by storm -- but we didn't really go into much detail about how they work. In this week's entry of our blog, we talk with Bahar Şevket, one of our gameplay programmers, who is currently working on new mechanics for that particular area of the game and can give us some interesting insights on how siege engines will be integrated into Mount & Blade II: Bannerlord.
2019 is upon us, and we are back, as promised, with a Bannerlord blog to ring in the New Year. We want to ease back into them with a small update about a change we made quite recently to our conversation camera.
No medieval drama, from Shakespeare to the Game of Thrones, is complete without a few scenes of high-stakes negotiation. Although most of our development effort goes into battles and combat, we also want to offer players alternative gameplay. Be it a plot to betray a king, a dynastic marriage, or just a way to handle a thorny conflict between your bickering subjects, skilled persuaders can find solutions to solve problems and save a bit of wear-and-tear on their sword-edges.
The Winter Sale 2018 is upon us, and with it comes 75% off all Mount & Blade titles. The sale ends on the 3rd of January, so don't miss out on your chance to complete your collection at a massively discounted price!
In video games, game design must come first. It doesn’t matter if a game has awe-inspiring art or wonderful writing if its gameplay is clunky, repetitive or downright boring. In Mount & Blade II: Bannerlord, game design is king too – we want it to be as open, full of possibilities, dynamic, and engaging as a sandbox can possibly be. But that doesn’t mean anything if you can't make game designers’ ideas come true. Gameplay programmers take care of that: they turn ideas into reality, creating game systems by implementing game features in the actual game. That takes understanding the feature itself by heart as well as writing the code to make it work as it was designed. Today we talk with Selim Çam, one of our gameplay programmers, to find out what he’s working on for the single-player campaign of Bannerlord.