When I made the team, in TaleWorlds worked a total of five people. Regarding the recent controversy on the forum, which can be briefly interpreted as follows: the relationship between the community and developers has changed for the worse since the beginning of development until the present time.
We like the idea of using user accounts, unified for visiting the forum, participate in the community in the game that information about them was collected in a separate database so that the user can get full access to your account from different computers, for example. What about the ID (unique identification number) players? Whether the system is implemented automatic recognition of players and clans?
We are also working on a sort of official ladder, a series of formal networking events. Our main efforts were directed on creation of favorable conditions for stable and supportive of our efforts are the community of players, for whom we and work.
Support Nations’ Cup, or a new website, the idea of which, somewhat outdated by now, was to create a portal where you could create your profile, register the serial keys to see the list of purchased games and things like that. We had many conversations on this subject between them. Whether in MIB 2 is more stable and organized support for clans, players, maps? In particular, it concerns a hypothetical "official" events like the Nations' Cup or European Native League, and all sports fishing aspect of the game as a whole. What about multiplayer – there is widespread concern about the official support network community. We slightly extend, stretch and rotate the case compared to Warbands. No British against the French, for example. But in any particular historical period we dwell will not.
Of course, nothing like the battles of the Vikings with the space Marines in the game will not. The same principles we adhere to in relation to a network component.Īre you going to focus on the wider gaming coverage, or to remain faithful to the line laid down in Warband? I will Say this, we will do what we are good at – to offer players historically accurate, solid gameplay. Not afraid of competition?Īh, the competition. He also brought to market a new genre of multiplayer fun, opened a niche that I want to take many developers. Warband opened new horizons and has attracted many new fans to the franchise IIB. Will there be something similar in your game?Īt this stage of development, this type of multiplayer, whether cooperative play or confrontation, it seems quite difficult. You know that the game was created a lot of great modifications, one of the most famous among them is the Strategus-cRPG, which allows to make some sort of network campaigns. Let's just say we are going to expand what you know the world of Calradia. In terms of the global campaign and the concept of the world game at the moment, managed to change three options, but I'm pretty sure we will leave the current unchanged. In MIB 2 such restrictions will be less.Ībout global map – it will be a new one? The world will change or remain the same? What to expect fans of a single pass? Now, many aspects of the game sehardcore, for example, animations that you can't change without the help of developers. But I remember I came across the textures of zombies.Įxactly. I couldn't gather the courage for such experiments. Have you tried to experiment with the Shader files, for example? The engine began to limp because of this forced symbiosis, of course.
What started as an indie project family of the couple, became, as you know, in the next level, and new code had to step up over the old. The game will become more open to change all of its structure corresponds to modernizing could realize their wildest desires. We even changed the programming language and all that.Ī modular system will be no more.
The combat system will be essentially familiar, but improved. It will be evolution, as you mentioned, nothing revolutionary. We are working to implement such practices. There are bumps on the top that you can't just block only reject/divert. Lock looked nice, but too "block-schematically". In addition, we're redoing all of the animation blocks. Over that we have implemented in a later version Warband. Regarding game mechanics, I can say for sure that we will work closely over the parry. We make everything from scratch, not using old ideas. How are you going to do with MIB 2? It would be a simple evolution or are you planning a revolutionary approach to the system of strikes and blocks? Between the horizontal strokes of the original IIB and improved animation Warband where you added the ability to use kicks, lies an abyss. You did a great job improving the combat system for Warband.