Update #9: Core Mechanic implemented!
What started as a simple attempt to adapt the battle unit modifiers turned into a massive breakthrough: I realized I could create a universal solution for all entities at once!
Now, the game has one of its most important core mechanics implemented: modifier logic.
Modifiers and variables can now be checked, conditions evaluated, and effects applied across various entities. For example:
- Low ammo lowers battle power.
- Tired units see morale drop.
- Many wounded soldiers increase the likelihood of a disease outbreak.
These modifiers don’t just apply to battle units; they work across transport units, the whole sector, hospitals, workers, commanders, and more. This means a huge chunk of work is now done! 🛠️
Of course, I’m aware some bugs and fine-tuning will be necessary, but the foundation is in place.
For now, I plan to keep these calculations hidden from players. Instead of showing raw numbers, players will get narrative events and reports to inform them of the situation—more realistic and immersive. After all, in reality, you don’t look at someone and think, “Oh, he has 12 HP left!”
Next Steps: Building Modifier Ideas
Now I need to brainstorm more ideas for modifiers. What could influence what? I’d love to hear your thoughts! Here are a few ideas I’ve had so far:
Low Ammo: If ammo is under 30%, combat effectiveness and morale drop.
Exhausted: Fatigue over 80%? Speed and combat effectiveness drop significantly.
Entrenched: Units in the entrenched state get higher defensive power but zero speed.
Mutiny: Morale under 10% makes the unit lose combat effectiveness and stop consuming resources.
Disease Outbreak: Sickness affecting 10%+ of a unit drastically lowers morale and health.
Freezing Cold: Every turn, 10% chance that 5% of men freeze to death.
Strong Rain: Transporters take 20% longer, and deliveries risk getting stuck in the mud (5% chance).
And many more!
Also thanks to every single one commenting, helping. And I'm still absolutely surprised some people even subscribed to the youtube channel and are already in the SteamGroup!
--
Links:
Itch.io: https://feysstudio.itch.io/
YouTube: www.youtube.com/@FeysGameDev
GameJolt: https://gamejolt.com/@FeysStudio
Steamgroup: https://steamcommunity.com/groups/feysstudio
WW1 Logistics Game - Quartermaster: The Forgotten Front
A real-time World War I logistics game where you navigating supply chains, strategy, and unpredictable events.
Status | In development |
Author | FeysStudio |
Genre | Strategy |
Tags | World War I |
More posts
- Update #25: Commander system implemented18 hours ago
- Update #24: Upgrade system finished3 days ago
- Update #23: Quartermaster WW1 Logistics Game - Tasks and Location Stats finished4 days ago
- Update #22: Depot Worker Tasks Logic finished5 days ago
- Update #21 - Major Milestone Achieved6 days ago
- Update #20: Major Blunder in my Code Base and Concept15 days ago
- Update #19: Implemented Depot Worker States85 days ago
- Update #18: RTS-Fest Post MortemJan 28, 2025
- Update: #17 - Localization and Translation of Steam Page and my thoughts about i...Jan 26, 2025
- Update #16: Inside RTS Fest: Sharing What’s HappeningJan 26, 2025
Leave a comment
Log in with itch.io to leave a comment.