Update #23: Quartermaster WW1 Logistics Game - Tasks and Location Stats finished
Just wrapped up a big chunk of progress on the logistics system.
All depot worker tasks are now fully declared and implemented across the different locations. Each location now also has its own set of stats tied to relevant systems—for example: how many units can be repaired in the Mechanics Bay, which types of units are accepted, how many animals the Stables can hold, pest control levels in the Storage, fire safety status, and more. Workers can be assigned to all defined tasks, with the logic for each area set up and ready to expand.
Right now, the tasks don't yet dynamically affect the location stats (like speeding up repairs or improving cleanliness), but that will be added soon. The core framework is solid, and everything is modular and ready for those next steps.
All location modules are also properly declared and can be modified individually. Upgrade logic is already prepped and wired into the system, even though the actual upgrade content per location or entity hasn't been filled in yet. I'll be focusing on that next—fleshing out the upgrade system and creating specific upgrades for all locations and unit types. The underlying upgrade modifier system is already mostly finished, so that should integrate smoothly.
I’m not 100% sure if all the current tasks will stay exactly as they are, but they’re more than good enough for this first prototype. It’ll be easy to tweak or expand them later as needed.
I’ve only got a bit more time before I need to shift back to my regular job, so I’m hoping to get as much in as possible before that happens. Thanks again to everyone for the support and interest—if we worked on other parts I forgot to mention here, feel free to bring them up. The system is becoming increasingly complete, and the structure is flexible enough to handle what’s coming next.
Overview over locations and some tasks:
Barracks
Manages troop rest, morale, and general readiness.
Tasks:
Cleaning – Improves hygiene, reduces sickness spread.
Maintenance – Slows structural and equipment decay.
Construction – Builds new rooms or extends capacity.
Upgrading – Applies improvements that boost morale recovery, capacity, etc.
Security – Prevents internal unrest or infiltration.
Sleeping – Allows workers to recover fatigue and be more effective later.
Hospital
Heals wounded units and manages medical capacity and outbreaks.
Tasks:
Medical Help – Increases treatment speed and success by helping medical staff..
Cleaning – Reduces infection spread and improves hygiene.
Maintenance – Keeps equipment and infrastructure in working condition.
Upgrading – Enables advanced treatment or more beds.
Inventory – Ensures correct use and availability of medical supplies.
Repair – Fixes critical hospital infrastructure (beds, equipment).
Security – Protects medicine stock and maintains order.
Mechanics Bay
Repairs damaged transport units (trucks, light vehicles).
Tasks:
Repair Units – Increases speed or amount of vehicles repaired per day.
Maintenance – Keeps workshop tools and infrastructure functional.
Cleaning – Reduces breakdown and accident risk and improves work efficiency.
Upgrading – Unlocks more slots or the ability to repair advanced vehicle types.
Inventory – Keeps parts organized and accessible.
Security – Prevents theft or tampering of mechanical equipment.
Stables
Manages animals used for transport and communication.
Tasks:
Animal Care – Maintains animal health and availability by feeding and treating animals.
Cleaning – Prevents sickness and improves recovery.
Maintenance – Keeps stable structures and gear in working order.
Upgrading – Improves capacity and recovery speed.
Security – Prevents theft or loss of animals.
Depot
Main hub for managing all incoming and outgoing resources.
Tasks:
Loading/Unloading – Speeds up dispatching and receiving supplies.
Maintenance – Prevents breakdowns of cranes, rails, etc. and blockage of bays.
Construction – Builds or expands the depot.
Upgrading – Expand the Depot with specific upgrades that give modifiers..
Security – Prevents smuggling and sabotage and theft.
Cleaning – Keeps operations smooth and reduces fire/pest risk.
Deployment Zone
Handles infrastructure like railways, telegraph lines, and transport preparation. Is "the zone outside of your hub", so the whole rest of the map.
Tasks:
Repair – Fixes broken lines, roads, and other logistics paths.
Maintenance – Slows decay of communication and movement infrastructure.
Upgrading – Enhances speed, capacity, or reach. Allows you to build upgrades that modify specific stats.
Building – Adds new lines or access points. Roads, telegraph lines, bridges, rails, etc.
Security – Prevents sabotage and improves transport reliability.
Storage
Holds all strategic resources, with quality and safety affecting supply reliability.
Tasks:
Loading – Prepares shipments for outgoing deliveries.
Inventory Management – Increases accuracy, prevents loss. Makes sure the data you see in the UI is accurate and not wrong.
Maintenance – Keeps storage structures and tools functional and lowers fire hazard.
Cleaning – Prevents spoilage, contamination, and pest spread.
Upgrading – Expands capacity, improves sorting speed.
Security – Prevents theft or black market leaks.
Sector
The abstract of the deployment zone. Tracks big-picture stats like supply flow, civilian villages and sentiment, weather, etc.
Tasks:
None directly assignable, but affected by all other locations and workers through modifiers and events.
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 implemented10 hours ago
- Update #24: Upgrade system finished3 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 Concept14 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
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