Update #8: Battle Units now use Resources


YouTube Video:

News from the development front: Battle units now actively use resources as time passes. This mechanic ensures that your units' survival and effectiveness depend on the careful management of supplies. While the system currently works under normal conditions, it’s also prepared to accommodate modifiers for dynamic events—like when a unit is under attack or during sector-wide calamities.

I’ve also introduced states to battle units, laying the groundwork for modifiers that will impact their values, behavior, and resource consumption. These states will reflect real-time conditions, helping to shape how units respond to the challenges they face.



Some examples of stats that will influence the gameplay (though it can still change during development):

AMMO & AMMOUSE: How much ammunition the unit has and how much it consumes.

COMBATEFFECTIVENESS: A measure of the unit's readiness and capability in combat.

DEFENSIVEPOWER & OFFENSIVEPOWER: The unit's ability to hold the line or attack.

DISCIPLINE: Impacts morale and performance under stressful conditions.

FATIGUE: Reflects how tired the unit is; affects speed and combat efficiency.

FOOD & FOODUSE: The unit's nourishment and daily consumption rate.

FUEL & FUELUSE: Tracks the fuel needed for movement and operations.

HEALTH: Represents the unit’s physical well-being.

MAINTENANCEREQUIREMENT & MAINTENANCESTATUS: Tracks the need for spare parts and the condition of the unit's equipment.

MEDS & MEDSUSE: Medical supplies required to maintain health and treat injuries.

MORALE: Affects decision-making and effectiveness in battle.

PARTS: Spare parts needed for maintenance and repairs.

READINESS: Overall preparedness for action.

SHELLS & SHELLSUSE: Ammunition for heavy artillery.

SICKNESS: Tracks disease levels in the unit.

SPEED: Influences how quickly the unit can move or respond.



Battle Unit States

These states act as modifiers for the above stats, influencing resource consumption, behavior, and performance. Here’s what I thought of so far:

ALIVE: Default state, indicates the unit is operational.

ADVANCING: The unit is moving forward, likely consuming more fuel and ammo.

DISEASEOUTBREAK: Increased sickness and medical resource needs.

ENTRENCHED: Defensive mode; reduced mobility but enhanced defensive power.

EVACUATING: Moving away from a threat, often in a disorganized state.

EXHAUSTED: Fatigue takes its toll, impacting speed and combat effectiveness.

MORALEBOOST: Temporary improvement in morale and combat stats.

MUTINY: The unit refuses orders; morale is dangerously low.

QUARANTINE: Isolation due to disease outbreak, reducing effectiveness.

RECOVERING: Healing after an event; increased use of meds, food and reduced efficiency.

RETREATING: Pulling back under pressure, possibly abandoning supplies.

SABOTAGE: Resources or equipment damaged by an enemy or internal issue.

UNDERATTACK: Directly engaged with the enemy, consuming resources rapidly.

UNDERSURVEILLANCE: Enemies are known to spy on the unit, increases fatigue and stress.

WAITINGFORORDERS: Idle state; minimal resource use but reduced readiness.

WOUNDED: The unit has sustained injuries, requiring health and medical attention.


Also: The poll is over and the winner was:

QUARTERMASTER: THE FORGOTTEN FRONT.

So that's the name for the project for now. Thanks to all the people who participated in the poll, who joined the steam group, follow the mention list and follow me on youtube.

Every single one is kind of insane for me to see that you are interested in the project, and it really helps me stay motivated!

--

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.

Links:

Itch.io: https://feysstudio.itch.io/

YouTube: www.youtube.com/@FeysGameDev

GameJolt: https://gamejolt.com/@FeysStudio

Steamgroup: https://steamcommunity.com/groups/feysstudio

Leave a comment

Log in with itch.io to leave a comment.