Update #24: Upgrade system finished
Today I completed the implementation of the upgrade system for the game.
A dedicated UpgradeProcessor was written that cleanly handles applying upgrade effects to units, buildings, and areas. This includes stat changes, upgrade logic, and snapshot handling to ensure consistency and reversibility. All core entities (like battle units, sector components, storage, mechanics bay, etc.) were updated to support and apply upgrades dynamically.
A centralized upgrade database was created, where upgrades are defined as structured dictionaries. This includes details like cost, targets, stat effects, and required states. The logic now supports relationships between entities and upgrades in a clean way.
A particularly tricky design question was how to handle upgrade levels (e.g., Shield Level 1 vs. Shield Level 2). I settled on a flexible approach: a single upgrade entry with an internal level
property that affects the magnitude of the stat change. This allows for scalable upgrade tiers and makes it easier later to plug in visual changes or specialized effects depending on the level — without bloating the upgrade list or overcomplicating checks.
The initialization system is also finished: upgrades are instantiated as objects at game start and stored efficiently. They're now fully integrated into the existing game loop and logic. With this system, upgrades like adding repair bays, unlocking cart/train/plane access, or enhancing hospital capacity can now be applied.
While I haven’t written out the full upgrade list yet — that will come in a balancing and content pass — the system foundation is done and working.
Next up: officer mechanics. These will represent orders or influences from various commanders, modifying unit behavior, mission outcomes, and stats under specific conditions.
Thanks to everyone for the continued interest and support!
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 |
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