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The Banner Saga Development Thread

Latest Update with new screenshots, notice was just mailed out to backers.

greathall_final.jpg
combat_art.jpg

Shit looks mad ill yo. But seriously the developer blogs are really well written and offer a lot of insight into the development process that you usually don't get to see. I've thrown all the links down at the bottom.

Right off the bat I want to mention that this combat board is for our tutorial combat, where the player is learning how the mechanics work. It’s a tiny combat board. It is in no way indicative of the average size of the combat boards in the game. Different battles will vary in size, but I don’t think we have any others this small.

...

Nothing in The Banner Saga is painted flat, it’s all bits and pieces so that we can move them against each other to give the illusion of movement (sometimes we jokingly call the game The Parallax Saga). We also get a lot of mileage out of the assets by recombining them in different positions to build new areas and environments. I have huge Photoshop files that I need to keep open on my screen to drag the completed art pieces over from the main asset file into the new compiled image I’m working on. One file may have as many as 160 layers of different objects and I sometimes need to have 3 files open at a time. Every screen is designed at 2731x1536 pixels to support a widescreen retina display format...rather large textures for a game. I use a 3.4ghz iMac with 32gigs of ram to move it all and sometimes it struggles to keep up.

...

But the scene isn't completely done! Before we can call it finished, Alex will be adding in the final particles- flickering torches, glowing embers, smoke and snow crawling across the screen, and of course, the parallaxing will really make everything sing. Can't wait for you to see it in the final game!

Art Blogs

Latest: Art Blog - Combat
Art Blog - Character Design

Technical Blogs

Technical Blog #3
Technical Blog #2
Technical Blog #1
Technical Blog #0
 
Looks even better now. I wonder if they're still going to have those small, zoomed in battles like in the first shots.
 
I really wish I donated, but I don't think they accepted paypal. The game looks great and the poster is awesome.
 
I really like the poster. (I don't even remember choosing a physical reward!)



Checking the different tiers, I did not choose the Poster Promotion but got it anyway. I chose the non-physical $50 tier. Oh well, I can't really complain.


BHK3: I payed via PayPal. The only project I haven't supported via PayPal is Dead State.
 
So finally new info about this game, Destructoid posted a preview about the multiplayer option:

Not to be confused with the single-player narrative promoted in the Kickstarter video, Banner Saga Factions is the multiplayer component of that game stripped out and repurposed as a free-to-play multiplayer game. While easing me into the battle grid at its office, Stoic was throwing Chess and Magic the Gathering comparisons willy-nilly. During their Kickstarter phase, I ridiculed them for having the tenacity -- as if a first-person shooter developer could compare its game to basketball because you aim and toss a projectile. But, the shoe sure does fit ...

Okay, letÂ’s keep this simple because itÂ’s not going to stay that way for long. You form a team of six members, chosen from 16 classes, and try to survive against your opponentÂ’s six combatants. ThatÂ’s the game at its core. But, gosh, if it doesnÂ’t feel that simple when you have your hand on the clicker. Players of strategy role-playing games will be familiar with the move restriction, player initiation that dictates the turn of each party member, and post-match leveling ability. However, facing (Ă  la Final Fantasy Tactics) doesnÂ’t factor into combat. You better compose your team wisely because they will become your greatest asset, whether you level them through renown points earned from defeating enemy troops or purchased for money online. Stoic will not lock players out of content through the pay model. Instead, paying will only get you to where you were going to anyway more quickly.
http://www.destructoid.com/preview-the-banner-saga-factions-235135.phtml

Also the game'll be showed at a show called "Fantastic Arcade" in Austin, Texas this September 20-23
 
Man, I'm pretty upset that I missed the Kickstarter for this AND that this is the first time I've seen anything about it. The detail is mind boggling.
 
http://www.vg247.com/2012/10/02/the...-discusses-beta-factions-development-process/

The Banner Saga has a new panel video available which discusses the upcoming beta, the motion capture process with some of the Kickstarter backers, a work-in-progress score by Austin Wintory, and the combat system.

Stoic Games will release the combat system in early November for PC and Mac called The Banner Saga: Factions and it will be free.

The beta for Factions is being opened slowly to Kickstarter backers, and the single-player Banner Saga will be released in the first half of 2013.

Beta update video: http://www.youtube.com/watch?feature=player_embedded&v=miYHvujaHPE
 
Beta is looming and youÂ’re invited - Alpha is officially coming to a close and for Beta weÂ’re going to need plenty of testers, so weÂ’re officially opening the Beta to all of our backers. If you donated at any level youÂ’re in! WeÂ’ve got 20k people on the list and we wonÂ’t be able to just dump everybody in at once, so weÂ’ll send out staggered invites and keep an eye on the servers, working to get everybody on board. WeÂ’re not sure if weÂ’ll take it public or not.

As weÂ’ve talked about before, weÂ’ve been working on the single player game since our Kickstarter campaign. Specifically, weÂ’ve been building the combat system first. WeÂ’ve taken this combat system and broken it out into itÂ’s own standalone release, which weÂ’re calling The Banner Saga: Factions.

In our first beta release weÂ’ll have a small sample of characters available in pre-made teams and youÂ’ll jump right into a fight with a random opponent. WeÂ’ll be constantly updating the beta with new content as it gets built.

So excited!
 
That actually links to a (gorgeous) screenshot from the video instead.

Either your sound is off or you are too impatient.

It's both the concept art that I already posted above *along* with the playback of the Austin Wintory piece.
 
Either your sound is off or you are too impatient.

It's both the concept art that I already posted above *along* with the playback of the Austin Wintory piece.

I guess it's not loading for me, then. But thank you all the same, as I enjoyed both the music and the art from the most recent video.
 
RPS interview:

http://www.rockpapershotgun.com/2012/10/03/dredging-up-the-secrets-of-banner-sagas-story/

RPS: So how is single-player structured? Is there an overworld? How does it progress?

[...]
Alex Thomas: The idea behind it is youÂ’re an entire civilization of Vikings escaping from this rolling darkness thatÂ’s swallowing up the world behind it. Like the Neverending Story, the Nothing. We realized, when we started making the game, that we wanted a big, epic-sized world. But we didnÂ’t have the resources to have exploration the way that you would in Dragon Age or something. Our equivalent is going to be this travel instead.

The way the travel works is, you have a civilization of people who all have needs. TheyÂ’re going to spawn these events that happen. To simplify it, itÂ’s a bit like of King of Dragon Pass meets Oregon Trail. ItÂ’s King of Dragon Pass on the road. As you travel, their endurance is going to get lower. Their morale is going to get lower. You have to do things to keep it up. But if you camp, this wall of darkness is getting every closer. YouÂ’re balancing the speed at which you can travel with the needs of your caravan.

RPS: What happens if the wall of darkness catches up?

Alex Thomas: What we are weighing heavily upon is that time is an important factor. As youÂ’re going, what happens around you changes depending on when you get there. Having choice in a game is an expensive proposition, because once thereÂ’s a branch, you have to sayÂ… Okay, thereÂ’s this content, thereÂ’s this content, and you donÂ’t see both. You pay a lot in time to put that in. What we want to do is, youÂ’re working through a story that makes sense in context. YouÂ’re trying to achieve a particular goal. But when you get to certain things, that will change whatÂ’s happened and what state itÂ’s in.

Arnie Jorgensen: You will be interacting with this darkness in Chapter Three. In Chapter One, it’s there, but it’s not going to be one of the things that’s right in your path. By Chapter Three you’ll have decisions to make and you’ll be interacting with that. We have all three chapters laid out as one story. We were actually going to do it as one game. One of our guys, Gordon Walton, here in town has made a lot of games, and he said, “No, you’ve got to do it much faster.” So we said, “Okay, we’ll have three chapters.” Each chapter will have a complete beginning, middle, and end. Kind of like Lord of the Rings.

[...]

RPS: With your caravan, how much individual identity does each member of it have? You said that people can just come and go as they please. That reminds me of Animal Crossing, in its own weird way. Is that the kind of thing that youÂ’re going for, though? Where you can talk to these characters occasionally and, if one of them leaves because you pissed him off, youÂ’re not going to be happy about it?

Alex Thomas: Yeah. I think thatÂ’s exactly what [we're going for]. To go to what Arnie was saying about taking a risk on the game design, we donÂ’t think a big studio, for example BioWare, is going to let you lose someone that you like. As a smaller indie studio we thought that was freaking cool. We might ruffle some feathers, but we want to have that in the game. ItÂ’s exactly like you said. You may go out of your way to make a guy happy because you like him. HeÂ’s part of your combat team. And itÂ’s going to mess with the rest of the caravan. Maybe heÂ’s pissing a bunch of people off, or whatever the explanation. We want you to decide what you think is the right course of action, so weÂ’re giving you lots of options like that.

Lots more at the link
 
This is really shaping up to be an amazing game.

My most anticipated Gamestarter.

Same here. I dont think I will have time to dwell into the Alpha/Beta game but I look forward to the finished product. It is so beautiful. It did help that they had a lot to show from their prototype during their kickstarter while other projects just had promises and vague ideas.
 
Beta invites for Factions went out today.
 
Got an invite :D
(every Kickstarter backer will get in eventually)

It's a very early beta at the moment. There are five planned beta stages:

1st phase - Instant matchmaking with a pre-made party. Each character in the party is fully functional as is chat. You'll be able to compete and win, but not much else. This will mainly help us make sure eveything is running smoothly before adding a lot of players.

2nd phase - We'll open up the Proving Grounds. This will let you arrange your own team rather than the default loadout. From here you'll be able to change the initiative order. Lastly, you'll be able to reassign stat points as you see fit. This includes 4 base classes and 4 advanced classes. Once your team is ready, head to the Great Hall to find a match.

3rd phase - We'll be adding 4 more advanced classes and let you upgrade their abilities in the Proving Grounds. This will really open the game wide for a full range of tactical decisions both in and out of combat.

4th phase - We'll start rolling in all the additional features. The Mead hall lets you buy new units. The Trophy Tower shows you achievements. The Weaver's Hut lets you customize your banner (and upload your crest in the future). We'll be making sure all these systems are running smoothly.

5th phase - We'll be doing final polish, and try to hammer out any bugs we find. At this point the game should be fully functional and we'll be regularly making balance tweaks based on the data we collect from your matches. At this phase you'll be getting a head start on building your characters in beta, and we'll roll your progress over to the real game when it's ready to launch.
 
2nd Phase of beta invites have been sent out. You can select your own team and reassign stat points now.

I'm in.
 
I pulled my pledge at the last minute for various reasons, but the beta sounds fiiiine. Definitely hitting it up.


edit: Oh poo. Doesn't give single player access when it is released. Back to the waiting game :(
 
Was playing this last year, when it was just MP battles.

Even then, holy fuck. You can just stare at it for hours. No. Days. It's so damn pretty.

(combat is great too though...the way hp/stamina is handled is smart)
 
For some reason i really havent played it until recently, even though i kickstarted it. Lot of fun though, and definitely has more strategy than most srpgs out there

and yea, apparently its buy in. Though im fairly positive that they said factions (the multiplayer bit) will be free once its all complete
 
For those who have been playing the beta, what sort of strategies, units, etc have you found useful? Ive only played a couple of matches, so im still going with a fairly standard lineup of giant defender, warhawk, thrasher, backbiter, and 2 bowmen (I vary up the type occasionally, but so far I like skystrikers the best)
 
The game has soft launched for all backers starting today. It's launching Feb 25th for everyone else.
A time of reckoning is upon us. All of us at Stoic are proud to announce, after burning the midnight oil for many moons, that beta has ended for The Banner Saga: Factions and soft launch is today!

What does that mean? In industry terms, soft launch is a short period in which a game is finished and complete, but released to a limited public.

Also, it is a thank you to our generous and wonderful backers to get a head start on the release build of the game. Your progress is being saved this week and carries over for the official launch.

There are some special perks available this week only, and every backer has a special green jade stone shown on your combat emblem that is exclusive to backers and early access players that are yours forever.

From Feb 18th - Feb 24th Factions will be available exclusively to backers. The current characters, stats and rankings have been wiped for the last time and the game is essentially now LIVE, along with a fully functional tutorial. Later in the week we’ll be holding the first tournament exclusively for backers.

Factions will be released to the public on Feb 25th. If you’ve been waiting for beta to end before trying the game, this is your week.

With Factions’ launch, we’ve effectively worked out the thick and thin of combat and we’re soon on to travel and conversation outlined in the previous update, and thus, the single player campaign. Consider this the first major milestone on the road to success!

From all of us here at Stoic,
Skal!

edit: The single player campaign of Factions isn't implemented yet.
 
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