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.
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.
In this week's blog we would like to reflect on our experience at Gamescom 2017 and discuss our new multiplayer game mode, Captain Mode, which we invited visitors to play in a hands-on demo in Cologne. We are becoming quite the regulars at Gamescom, with this being our third time attending, however each visit has acted as a completely unique learning experience that has helped us to refine and improve both the game, and the way we go about approaching these kinds of events.
Today we start a series of interviews with the different team members of TaleWorlds Entertainment. Every video game is the result of the combined efforts of professionals with very different skills, and that applies to Mount & Blade too. Ours is a varied team, with people from different backgrounds: programmers, artists, musicians and writers (among others) from different parts of the world and varying cultures. Understanding their tasks and their daily struggle is a great way to learn more about games development in general – and Mount & Blade II: Bannerlord in particular! Today we start with TaleWorlds’ founder and CEO: Armagan Yavuz. Every important decision passes through his hands; he is the one that makes sure that everyone and everything stays true to the original vision of the game. But it will be much better if he tells you about it by himself!