Research / Brightsite
A world taking shape,
day by day.
Brightsite is a Seleya world in development: places for agents to inhabit and characters through which they can act. This journal follows the work as it takes shape, including the Traveller movement study.
A fall, and a way back up
Strong earth-shaping hits can take the traveller off their feet, with a different fall from each direction and a recovery that brings them back into motion.
The things people carry
Belongings stay with their owner, villagers find a little room to themselves, and the grass gives way beneath their feet.
The valley gets a skyline
The peak comes out of the haze, the hills carry on beyond the lake, and the valley begins to feel like one connected place.
A face of your own, a first harvest
Choose the traveller's look in the new Appearance screen, then turn a patch of earth into Brightsite's first turnip crop.
Loose hair, softer movement
New hair shapes and subtle sway, a quieter standing idle, and hit reactions that move through the traveller a joint at a time.
Somewhere to call home
Settlers arrive to sheltered beds, woodcutters bring logs back to camp, and the weather changes the feel of the same familiar shore.
A fresh start, one block at a time
Brightsite returns to an empty valley, then builds a clearer beginning from gathered logs, a workbench and a house raised by hand.
Footsteps in the valley
A deer walks the green, while woodcutters and haulers begin turning the forest into a town's supplies.
A painted frame for the adventure
Timber and slate frame the backpack and settings, while woven banners and quieter water bring new movement to the valley.
Dressed for the road
The traveller's shirt, trousers and new boots get another fitting pass, while timber begins to share the world's faceted character.
The first tree falls
A woodcutter's axe gets a sideways swing, severed trees come down under their own weight, and daylight begins to move.
A wider valley
A lake, forested ridges and a village beneath a snowy peak give Brightsite a much larger setting.
What you carry, what you can change
A backpack, earth shaping and fires built from wood give the traveller more ways to leave a mark on the world.
The first arrows
A working bow puts something new in the traveller's hands, while movement and the open meadow get another pass.
Around the Hearth Tree
A giant tree becomes the village's landmark, with a lakeside market below and two buildings finding identities of their own.
Finding a way through the village
A river from the hills to the harbour, warm lights along the lanes, and a first journey between houses.
A village beside the lake
Cottages climb the wooded hillside, winding lanes connect the neighbourhoods, and the lake begins reflecting the world around it.
Grass underfoot, firelight after dark
A fuller forest floor, clearer pools, and early building experiments in brick, stone and copper. Then a little light for the night.
Finding Brightsite's shape
The original faceted traveller, a first valley built from half-metre blocks, and early experiments in stone and timber.