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not many times the process of moving the game from one program to another worked well, so... heres hoping.
So far so good, it is taking longer than expected but the limitations of our last engine are completely gone. It is taking longer due to us pretty much not only moving existing content over, but adding in a lot of mechanics and content so our future self isn't frustrated.not many times the process of moving the game from one program to another worked well, so... heres hoping.
Agh! Why did you say that?! Do you know what you have done?!So far so good
Hey sorry yeah not abandoned yet. Some of our team was having personal issues over the holidays and we just started development again yesterday. I will update the patreon soon with some more info.@ChronoSig, any updates? We haven't heard anything in over a month and it doesn't look like there's been anything on Patreon either. I like the concept and I'd hate to see it abandoned.
Glad to see you are still working on it.Hey sorry yeah not abandoned yet. Some of our team was having personal issues over the holidays and we just started development again yesterday. I will update the patreon soon with some more info.
It is marked Onholdshouldnt this be marked as "abandoned" or alteast "onhold"? just the starting upload and one bug fix in over a year...
Thank you, We should have new html format build by the end of the month.You must be registered to see the links
Sorry for the long Hiatus, but it is really good news! With a new coder we are finally back underway working on the game. Our goal is to have the first twine based playable build by the end of August. I know in the past our timelines have not been entirely accurate but this time we will deliver. Following the initial release we will have regular updates with large amounts of content and constant patches for bugs. We will need your support and feedback to help move the game forward in development once we get to that point.
For the first build we will most likely not have the paperdoll system up or most of the artwork as all our time has been devoted to writing and programming. Also for the initial release the Military mechanics will not be included as it is the biggest system of the game. It influences the most other game mechanics so it will be added in later. Other then those two let downs we should have all of Phase 1's building chains in, an advanced random generator for NPC's, and a large amount of random events for you to encounter.
Standby for more info over the next couple weeks!
On Hold tag removed
So for the last few months we have been moving everything to a html format which will polish all the mechanics up. As for the town map and city map we are hoping to eventually have a full dynamic map which changes with population and what is built by the player.Interesting game. Events and mechanics can be upgraded and polished (this is must). But please change town map. My city in medieval times looked very similar to that in map, only had church im place of castle :-(. That make me... unconfortable while fa....playing.
The Key idea is to give the player the freedom to do so, once we patch in tribals and other cultures with different mechanics, it will give players the option to progress from tribal to feudal.If I had to choose a place or time I would have had it be either The Norman invasion, Reconquista, crusade one through three, and lastly the Viking age in any part of the British isle, northern, France, or in Scandinavia. And I know that around this time feudal lords were not exactly a thing in Either Ireland or Scotland nor any parts of Scandinavia. But I think it would make a interesting experience as you build your tribe conquer your neighbors incorporating or enslaving your virgin kingdom and eventually become a feudal state. Or if you don't want to be feudal become a merchant republic worked for Venice.
Just an idea.
Bannerlord.New post up on Patreon giving a brief look into current activities, it is on its way. What will come out first, Bannerlord or Castlecry?