Manor Lords
Grzegorz Styczeń
Elblag, Warmian-Masurian Voivodeship
- 0 Collaborators
An upcoming strategy game for PC that combines deep, organic and realistic city building with large scale, tactical battles. ...learn more
Project status: Under Development
Intel Technologies
Intel CPU
Overview / Usage
ORGANIC CITYBUILDINGManor Lords aims to provide a gridless, organic city-building experience with full freedom of placement and rotation, but utilizing **snapping tools **to make the planning more comfortable.
The building mechanic is motivated by the growth of real medieval towns and villages, where major** trade routes and landscape** often influenced how the settlement shaped and developed.
HISTORICAL REALISMWhile the game is not set in a particular century, every building is** inspired by historical references** from XI-XV century Europe.
Fields must be plowed by a team of oxen, iron bloomed in a bloomery, the sheep herded on the open pastures governed by the Lord of the Manor…
This combined with an** attention to detail **is the key to immersing yourself fully in the medieval fiefdom you rule.
The seasons pass, the weather changes, towns can rise and fall to war, disease or famine.
LARGE SCALE BATTLESIt wouldn’t be a true medieval experience without armoured soldiers duking it out on the battlefield!
Manor Lords aims to portray battles that feel real, with** large scale unit formations, morale, flanking, fatigue , weather **and equipment all coming into play.
**Position your troops wisely. **Even a smaller force can beat a large one, if commanded well.
Methodology / Approach
MOTION CAPTUREMocap goes well in pair with 3d scanning to make the art direction of the game more shifted towards realism and immersion.
It especially helps to give the battles a more **natural and authentic **feel.
PHOTOGRAMMETRYUtilizing **Quixel Megascans **as well as **hand-made photogrammetry **has sped up the development greatly, but also increased the visual fidelity.
SIMULATION**Destruction simulations **are pre-calculated in Houdini to allow the most detailed visuals, with possible use of real time cutting-edge **Chaos Physics **in the future. The pre-fractured structures are used for construction process as well.
Technologies Used
The project is created in Unreal Engine 4 which utilizes many Intel technologies and optimizations under the hood.
More details can be found here:
https://www.unrealengine.com/en-US/programs/intel-unreal?sessionInvalidated=true