Set in the 14th century, Bolts and Ladders aims to bring authentic feel of the medieval urban combat from the eyes of infantry. Players will choose factions based on real kingdoms and besiege or defend historical towns. With the help of the commander, fellow infantrymen and NPC siege engines, attackers will try to capture towns by taking control of their vital strategic buildings, while defenders will try to prevent them. Bolts and Ladders will be first-person multiplayer simulation of sieges. It's style will be realism, it's rules resembeling our nature and physical laws. The morale will also play an important role, as it will be added into gameplay, restricting players ability to achieve all the work by themselves.

So I've started on the idea I had in mind for some time now...

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The idea is to bring authentic feel of the medieval urban combat from the eyes of infantry, in the form of a multiplayer game. It would avoid open field battles, because it doesn't look crowded and it isn't immersive. The urbanity however, crowds people up and gives them more options and routes to take.

The main reason I started this is because there has not yet been any medieval "tactical shooter" or simulation out there, at least not that I'm aware of. Currently, I'm the only one making this mod, so future news will be kind of a blog, I will be showing off what I have done so far and maybe share some stories if anyone will be interested. I am also in search of a coder and level designer or anyone else willing to share his talent. I do alot of work myself but it takes much of my free time.


Now to more interesting stuff...

I'm currently working on the character of a footman. The modeling has been done so far, it's time to sculpt and texture. The image below shows what style of textures I aim for...


Comments
Robert_Carmichael
Robert_Carmichael

Nice head. Did you model it out completely yourself or did you use a tool like MakeHuman to give you a rough shape and then carved and plucked it to the current version?

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wolk Author
wolk

I've modeled it myself in 3ds max and added detail in mudbox, thanks for the like :)

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