Update #4 WW1 Logistics Game
Link to the video: https://bigmemes123.funnyjunk.com/hdgifs/Update+4+ww1+game_a64650_12074814.mp4
Update #4 on my GameDev journey:
- Created a Steamworks account. They made me pay for it… still feeling a bit sad about having to spend money on this. Had some issues with my documents, so I’m waiting on verification. Hopefully, it’ll be sorted in the next few days/weeks, so I can set up a proper Steam page and all that.
Anyone got other ideas for platforms I should sign up for, or tips on places to get more visibility? I'm pretty noob about where games are published or talked about. I want to publish the game in as many places as possible to get the word out. Fj will be my main platform to share the dev journey, but I’d love to give the game the best chance possible to succeed by handling the marketing well. The more eyeballs, the better.
- New Features Added: Now, Transport Units automatically head back to central supply storage after delivering goods. I set up the code so the travel speed can vary on the way back, to account for different conditions. Windows and menus now refresh automatically to reflect changes.
- I also built an internal “manager” function for handling behind-the-scenes classes and assets of the transport units that the player doesn’t directly interact with. This will allow for global effects and variables (like bad weather, poor maintenance, sabotage, etc.) to impact gameplay in a way that adds complexity.
For instance, it can apply effects at a unit level—say, if a specific Battle Unit you’re delivering to is attacked, that Transport Unit’s stats can change. Or, it can apply at the sector level, like if the whole sector is under attack, which would impact ALL transport units across the board.
Thanks for being such great support all the time! Hope you enjoy reading this (sometimes) small steps forward towards the goal of the game!
- The advice from some of you about the legal ramifications about name choosing, trademarks, etc was really helpful .Thanks for that again! It seems like I was way too worried about that and since there isn't really anything close to my game in the genre, I don't have to worry too much about naming and rights and such. So I'll be thinking of some ideas and then most likely poll you guys on what name you think would be best.
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For those who don’t know what this is about: After years of thinking about it and watching AAA game studios fumble, I decided to take a shot at making my own game. It’s a WWI logistics and resource management sim that puts you in the shoes of a logistics officer, managing supplies and making tough calls on the front lines—all without firing a single shot. You’ll juggle resources, deal with random events, and try to keep battle units supplied under intense pressure.
This is a personal project to sharpen my programming skills and create something unique—so no huge expectations here, just a passion project that’s both fun and challenging. Sharing the process here is a way to keep the motivation going and because I have noone in real life to sperg out about this.
If you want to stay updated on the news about the game, or want to read about it's history and former updates/development: Sign up for the mentions list or go through the history of when it was triggered.
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 #12: Main Locations and Modules implemented14 hours ago
- Update #11: Task Assignment for Depot Workers implemented2 days ago
- Update #10: New Game Mechanic "Depot Workers" added6 days ago
- Update #9: Core Mechanic implemented!19 days ago
- Update #8: Battle Units now use Resources22 days ago
- Update #7: SteamCreator Page is online35 days ago
- Update #6: Poll for the Games Name37 days ago
- Update #5: New Mechanics for Transport Units38 days ago
- Update #3 WW1 Logistics Game40 days ago
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