Update #2 on WW1 Logistics Game


Videolink: https://bigmemes123.funnyjunk.com/hdgifs/Update+2+on+ww1game_e855e5_12062297.mp4

(Don't have a YouTube or Social Media yet, because I'm not sure what to call the game)


Here’s what’s new:

- Timer System: The game now have a functional in-game timer with pausing, normal speed, and 10x speed options. The timer progresses by hours and tracks days, setting the pace for resource distribution and events. Since the game is 'real time' and not round based, this was essential. Pause will help through go through stuff, because players can still click, order, and set things up in the menus. (Except in hard I consider, where the clock will alwas run to create more tension and pressure - but it's just an idea)

- Daily Supplies from Central: Every new day, the player receives randomized supplies from “Central.” Think of it as your daily logistical lottery!

- Battle Units & Transport Units: The foundational logic for our battle units and transport units is in place. Each unit has unique stats, so strategic planning will become key in the future. I'll go into more detail on the stats in another update, still brainstorming there a bit.

- "Designated Supplies" Event: This random event lets you decide whether supplies sent to a unit go straight through or get rerouted to your main stockpile. If you keep the resources, a “demand” is created, logging how much the unit still expects and by when. Later, unmet demands will affect unit morale, defense, and other stats, adding to the strategic challenge.

- Backend Progress: Tons of backend tweaks that keep everything running smoothly (not super exciting to look at but essential)!

Thanks for all the interest, it’s a big motivator!

PS: I know my English sounds a bit different—I’m Austrian, so if you catch a weird phrase here and there, you know why!

Also no real need to watch the video, it's just the same as I'm describing here. Still, I thought some of you might like it.

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