Mount & Blade II: Bannerlord ‘Damage System’ Explained
In the latestblog update, Talewoods Entertainment continues where they left off in the introduction of their newPhysics-based combatfor the upcomingMount & Blade II: BannerlordRPG.
The developer touches on how ‘Damage’ will be handled inBannerlordand that“Damage is a difficult concept to get right in a computer game”.And goes on to explain the complexity of incorporating realism without bogging down gameplay.
“what happens in a real-life physical trauma is incredibly complex and trying to replicate that in a computer model could easily get needlessly complicated with little benefit to gameplay.”
To get around this problem, they break it down to a couple of areas, some of which include an attack’s energy output, the contact type of whether it’s a blunt or pierce attack, and the velocities of the attacker and the target.
The other areas that feed into damage calculation involve a weapon’s balance and the point of impact. Helping flesh out these concepts was an article piece onSword Motions and Impactsby George Turner.
“The article was an eye opener about the intricacies and fine points of weapon dynamics. Of course, during implementation we had to make several simplifications and assumptions and if there are any unrealistic elements or errors in the end result, the fault lies with us and not the article.”
This is quite the interesting take on melee combat with bladed weapons, as it takes a bit more thought. It forces you to consider the movement and speed of both you and your opponent as well as the arc and distance you’ll be hitting from.
Mount & Blade II: Bannerlordis currently in development for the PC platform with a release date that’s yet to be announced.
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