Update #12: Main Locations and Modules implemented


I’ve made significant progress in implementing core game mechanics by defining key in-game locations and their unique stats. Each location now plays a critical role in the logistics system, adding depth and complexity to the game.

I'm not 100% confident I picked the right variables, but we'll see how it plays out during development. The most important basics are set though and coded now! Woohoo!

Here's a little overview. The video at the end of the post has more infos on each spec and location.

Modules/Locations Overview:

Depot: Central logistics hub for processing and distributing supplies.

Barracks: Housing for personnel, affecting health, morale, and rest.

Hospital: Medical center for treating sick and injured workers or soldiers.

Mechanics Bay: Repair facility for maintaining vehicles and transport units.

Stables: Care center for transport animals like horses and mules.

Storage: Main warehouse for storing essential resources and supplies.

Deployment Zone: Operational area outside the depot where field tasks are executed.

Field Depot: Temporary supply base supporting frontline units. There can be multiple of those and they tend to be attached to battle units, but can be abandoned too.

Sector: The entire active region under the player's logistical command.




📦!! Depot (Main Logistics Hub)!!

Where all deliveries are processed, goods are managed, and transport operations are coordinated.

Stats:

Transport Access & Logistics Level: Determines what types of vehicles the depot can handle (carts, trucks, trains, planes, ships) and how many/what type of/size.

Efficiency & Organization: Affects how quickly deliveries are sorted and dispatched.

Security: Reduces the risk of theft and sabotage.

Maintenance Requirement & Status: Determines upkeep needs and current condition.

Parts Use: Indicates how many repair parts are consumed over time.



🏚️ Barracks (Personnel Housing)

Living quarters for all workers and soldiers, directly affecting their health, rest, and readiness.

Stats:

Capacity: Maximum number of personnel that should be housed (overcrowding causes issues like health, hygiene, morale, etc).

Health Recovery: Speed at which injured workers recover.

Fatigue Recovery: How quickly workers regain stamina.

Morale Impact: Overall morale effect on assigned personnel.

Parts Use: Amount of parts needed for upkeep and repairs.

Structural Integrity: Overall condition of the barracks, affecting all related stats.

Security: Prevents theft, fights, and ensures safety.



🏨 Hospital (Medical Treatment Center)

Where the sick and wounded are treated, directly impacting survival rates.

Stats:

Capacity: Maximum number of patients the hospital should hold (again, overcrowding causes issues).

Recovery Speed: How quickly patients recover.

Staff Efficiency: Determines how well medical staff work.

Maintenance Requirement & Status: Indicates the hospital’s upkeep level and current state.

Meds Use: How many medical supplies are consumed.

Parts Use: Resources needed to maintain equipment.

Security: Prevents theft of medical supplies or disruptions.



⚒️ Mechanics Bay (Vehicle Repair Center)

The core facility for repairing and maintaining all transport units.

Stats:

Capacity: Number of vehicles that can be repaired at once.

Repair Speed: How quickly vehicles are fixed.

Repair Possible & Level: You need to upgrade the mechanics bay to be able to repair the different types of vehicles, and how many of each at once can be repaired.

Staff Efficiency: Efficiency of mechanics working in the bay.

Maintenance Requirement & Status: Indicates repair needs and current state.

Parts Use: How many repair parts are used for maintenance.

Security: Prevents sabotage or theft of vehicles.



📦 Storage (Resource Warehouse)

The main storage hub for all supplies such as food, ammunition, and medical supplies.

Stats:

Food Capacity: Maximum amount of food that can be stored.

Ammo Capacity: Maximum ammunition storage.

Shells Capacity: Maximum number of artillery shells stored.

Meds Capacity: Maximum amount of medical supplies.

Parts Capacity: Maximum repair parts the depot can hold.

For all capacities you can easily overstore, but it is detrimental to the stuff. It can get rusty, moldy, be stolen easier, etc. Many detrimental events possible.

Inventory Accuracy: Determines how precise inventory counts are.

Accident Risk: Likelihood of accidents such as fires or collapses.

Staff Efficiency: How well staff maintain and organize storage.

Maintenance Requirement & Status: Indicates storage upkeep and overall condition.

Security: Prevents theft and sabotage.



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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.

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:

YouTube: www.youtube.com/@FeysGameDev

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

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