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Ancient Savo : A new Enormous Elk game in the making
Would you like to participate in the making of a new game by Enormous Elk? The game is called Ancient Savo, and it is a peaceful simulation of a 1200 CE Finnish family who moves to live alone in the woods. Do slash and burn agriculture to grow crops. Hunt and fish. Try to survive hunger, cold, accidents and the scarcity or resources. And in case you accumulate some extra, go visit the annual market to barter for more and better tools. The timescale of the gameplay is weeks - you can see years rolling by, your children growing up, and forest re-taking abandoned fields. Instead of controlling a character you hover on a more abstract 'designer level', a bit like the old SimCity. Estimated release: Autumn 2021, for PC, Mac and mobile devices We run a small home-made crowdfunding campaign for January. Become a follower for free - join project Discord channel to read frequent development news. Or donate any sum to become a backer. Backers can participate in the discussion, and have an access to the early development-phase releases. The first development release is scheduled already for this January. (If or when you donate, remember to send Erkka a message at Discord, so that we can connect a donation with your Discord user account!) During the development phase we will have quick and simple graphics, but graphics and UI will be improved once the simulation and game mechanics are up and running. For more info see the campaign page January 06, 2021, 04:35:25 PM |
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Re: Ancient Savo : A new Enormous Elk game in the making
Wish you good luck with the project! Will keep an eye out for the first alpha/beta
January 06, 2021, 10:54:08 PM |
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Re: Roasting turnips
Having seen the survivor feast video I had a thought... My thoughts exactly, after the recent cooking of the ember-roasted turnips. We can't do it yet, but soon we will as I've been working on the said cooking method lately. I'll post news about it when there's enouhg progress. January 07, 2021, 08:22:11 AM |
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Re: Dropping everything when wielding paddle or ski stick
While I agree fully heartedly to be able to use ski stick and paddle as low-end weapons (blunt-only javelin and haphazard club)... I’d rather approach the “don’t drop these items” with a function in inventory to select items to retain, similar to worn items. I.e. when my character comes back to the cabin and wants to offload the excess weight to get on any tasks at the homestead, I need to select all with +, then deselect broad knife and sword (as he never goes anywhere without them.. even swim training), then Tab-c; deselect water skin, Tab-t; deselect 2-3 pieces of cord lengths. (The last two are nothing but roleplay items, turning around and moving some tiles to grab them as needed would be nothing. But I like my characters to have their water and some tying equipment at hand at all times. Same goes for the broadsword really. So I’d suggest to have key within Inventory to mark items for holding. Maybe it could be *, or $ (for valued items?) Then it’d be up to the player to choose which items to retain when selecting “drop all” Pro: individually selectable no-drop items Con: none, as if not used, there’d be no change to current. Additional Pro: same feature could be used to limit items from bartering suggestions January 09, 2021, 07:29:23 AM |
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3.63, sleep walking grouse
I came across a sleepwalking grouse. (injuries were around 59%, walking speed was 0km/h) couldn't catch up to it. and it was also "snoring" i.e. cooing while going on fast asleep See attached pics January 10, 2021, 05:23:45 AM |
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Sami's Bouncing arrows got revisited.
So, I was awake in the middle of the night, as I usually am, watching YouTube and found interesting video from Tod's Workshop about bouncing arrows from water surface linking to a archery channel where he got the original idea, so I thought I'd check it out since the guy looked somewhat familiar... I had forgotten Sami had a YT channel, Ugri Archer, and of course it was his video. Tod tried them for some duck hunting in his video, check it here: https://www.youtube.com/watch?v=AAX8N8Ycs1g January 11, 2021, 05:21:16 AM |
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"Magic" audio trigger
Interesting thing I stumbled upon! If an item has the word "magic" in its name then it triggers the chanting audio when either crafting the item, or "walking over" it. Tested it with a few items, both with and without the word "magic". I wonder if there are other such words that work. January 11, 2021, 05:03:10 PM |
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Re: "Magic" audio trigger
Quote from: Privateer UnReal World Jun 7, 2019 @ 2:07pm
January 11, 2021, 06:39:03 PM |
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Re: Are Map tiles eventually cleared?
: First, back up your save before trying! But then you load your game, and go to the location you want to save (presumably your home). Zoom in. While the game is open, delete the three zoom files from your savegame folder. Zoom out. You should now have three new zoom files, but they will only contain the maps that were loaded when you zoomed in (generally the tile you were on, and the adjacent tiles to it). This resets everything else, including villages, people, and your relationships with those villagers, note. January 11, 2021, 06:43:47 PM |
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Burials of deceased people.
Sami-folk / Tribes tended to bury their dead in stone mounds, often wrapped in birchbark. In the southern parts of the North, dead were sometimes cremated. Sometimes buried in ground, sometimes in stone mounds, and often people that were hostile, buried in bogs. One of my characters disposed a gang of 4 vagabond robbers, and as he went to bury them the following night, found the remains to... float. (if needed, some tying equipment and stone should help with submersing) Suggestion, allow varied burial types for deceased. 1) pushing or throwing remains in water in open mire and pine mire to be "buried in bog" similar to metal items. 2) add tile-gfx for burial mound, constructed with remains and 15-20-ish stones * 3) adding items in dug pit, then filling the pit; leave the items in the ground, not pop-up on the surface Cremation/burning remains already works * adding some mounds in proximity to villages would add touch of realism, deepen immersion. And in case of hired help dying, carrying, or dragging the remains back to their home village could allow proper burial. January 11, 2021, 08:09:03 PM |
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