SÆLIG

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havoc

Marquis
Yeah yeah, you've heard this one before (more than once from me) but this one is for sure! Those of you who know me know that I've tried to make games, some went quite far, some went not so far, etc... This one though will stick.

So anyway, after a couple years of not making any proper progress on anything or really even attempting anything on the scale what what I've attempted in the past I decided to give it another go. This is a project I've been working on for a few months, and I'm really happy with the progress.

Everything you're about to see and read is of a game that is pre-alpha, so just note that a lot of this will probably change.



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SÆLIG
(Old English: blessed, fortunate, prosperous, happy)
Steam
INDIEDB Page

Taking inspiration from the Guild 2, SÆLIG is a game about life, death, family, and money. You are initially given control of a lone character in a village or town, and with a handful of coins you must make your fortune. You can buy and upgrade businesses, hire employees, buy new houses, trade goods between markets, conduct dodgy dealings, find love, start a family, and even try your hand at becoming Thegn. Once you die (murder, old age, infection, etc) you will be able to continue on as one of your children and continue the struggle for prosperity.

You and your family aren't the only thing you need to look after in SÆLIG though, it takes everyone to hold a town together. Over time you will see the town develop and grow, which is a direct result of not only yours, but the actions of every civilian living there. In times of need you'll be able to step up and help out to ensure that not only your family, but your town has a future. Or maybe not - perhaps you'd rather see everything burn?

SÆLIG starts in the year 880AD, a time when England was home to the Anglo-Saxons and Danelaw. You will start as a Saxon in Wessex territory with more territories and maps opening up as the game progresses and the Saxons take back land from the Vikings. While the primary focus of the game for the player is to establish a mighty family and or business empire, there is a ever-present war happening around you which can threaten your goal so it will also be important to keep tabs on this and help in anyway that you can.

By default each game day represents a season, and each four seasons represent two years, these times can be changed to make the game longer or shorter though. The end date of a single game is yet to be decided, but 1016, & 1066 are both good contenders for this.

I chose the Anglo-Saxons because I've always really liked the era and the artifacts and it's an opportunity to learn more about them. While everyone I know is obsessing about Vikings, I sit their silently thinking about Saxons.


Media

null said:
Random screenshots.

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Havoc said:
A new video guys.



Havoc said:
A pretty basic overview of how you would go about buying a lumber camp and producing wood, with some other stuff thrown in.
https://www.youtube.com/watch?v=8TTtXAo7Rqc&t=64s

Early development, a few of the assets are placeholders, needs lots of tweaks, etc, etc, etc

Havoc said:
Another new video guys, just a quickie one of people going about their day over the course of about three seasons.

https://www.youtube.com/watch?v=pDHEbeL-AWQ

This is sped up by about 1000%.

 
That's just default. I found one year a bit too slow, however the player can easily change it to a single year.
 
Huh.

I would advise doing something about that, having seasons in a year and yet skipping years with turns seems strange.
 
Mamlaz said:
Huh.

I would advise doing something about that, having seasons in a year and yet skipping years with turns seems strange.

As i said, if you don't like it, change it.
 
I saw your comment on the db about the fall, or more of a lack of an idea for fall, so I bundled up some light material that might be of use to you;

http://www.historyonthenet.com/medieval_life/farming.htm

http://www.historylearningsite.co.uk/medieval-england/medieval-farming-2/

http://www.witheridge-historical-archive.com/medieval-year.htm

http://www.medieval-life-and-times.info/medieval-life/medieval-peasant.htm


Something for winter activity;

http://www.medievalists.net/2015/12/12/surviving-winter-in-the-middle-ages/
 
Harkon Haakonson said:
Havoc said:
Scum of the earth.

I'll try to get a video together in a few days though.


Mamlaz said:
I saw your comment on the db about the fall, or more of a lack of an idea for fall, so I bundled up some light material that might be of use to you;

http://www.historyonthenet.com/medieval_life/farming.htm

http://www.historylearningsite.co.uk/medieval-england/medieval-farming-2/

http://www.witheridge-historical-archive.com/medieval-year.htm

http://www.medieval-life-and-times.info/medieval-life/medieval-peasant.htm


Something for winter activity;

http://www.medievalists.net/2015/12/12/surviving-winter-in-the-middle-ages/

Thanks.
 
Mamlaz said:
Huh.

I would advise doing something about that, having seasons in a year and yet skipping years with turns seems strange.

Welcome to Guild 2. You can change it to 1 year, 2 years or 4 years. Possibly even 8 years? I can't remember.



Looking really cool, Havoc. Kinda reminds me of Guild 2 meets Banished.
 
Yeah. You can set it to any number of years. And as well as that you can make each season any number of days. So potentially you could set it to like 30 days per season and 1 year per round.

Speaking of Banished - i got the idea for this when i had a go at playing Life is Feudal: Forest Village. Which is very Banished like.
 
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