Update #23&24 - Location stats, tasks and Upgrade system finished
[p]Big Progress Update – Task Systems + Upgrade Framework Live[/p][p]This week brought two major systems into working shape: Depot Worker Tasks and the Upgrade System. Together, they significantly advance the game’s dynamic structure and open up a lot of design flexibility for future development.
I forgot to post them on here, so both updates at once. The devlog videos at the end of the post.[/p][hr][/hr][h3]Depot Worker Tasks Completed Across All Locations[/h3][p]Each location now has a distinct task system fully defined and ready. These tasks are tied to the gameplay logic and reflect the core function of the building or area—be it healing troops, storing supplies, or managing animals. Each location also has its own condition and performance stats (e.g., fire safety, pest control, structural decay), which tasks will soon influence in real-time.[/p][p]Tasks are currently functional but not yet connected to stat changes. That dynamic link—e.g., “more cleaning = less sickness,” or “more maintenance = slower equipment decay”—is next on the implementation list. The framework is fully modular, so expanding, tweaking, or balancing it later will be simple.[/p][p]Additionally, all location modules are now cleanly declared, stat-modifiable, and trackable. This includes systems like how many vehicles can be repaired in the Mechanics Bay, how many animals can be stabled, and whether the Storage is fire-safe. Upgrade logic is already wired in—each module can now accept upgrades and reflect changes based on worker activity and game state.[/p][hr][/hr][h3]Upgrade System Fully Implemented[/h3][p]A complete UpgradeProcessor is now in place. This handles the logic of applying upgrades across the game world—whether it's increasing capacity in Storage, adding new delivery types to the Depot, or enhancing a battle unit’s efficiency. Upgrades can now affect all kinds of stats and work exactly like modifiers, but persist across time and can have levels.[/p][p]The upgrade system includes:[/p]
I forgot to post them on here, so both updates at once. The devlog videos at the end of the post.[/p][hr][/hr][h3]Depot Worker Tasks Completed Across All Locations[/h3][p]Each location now has a distinct task system fully defined and ready. These tasks are tied to the gameplay logic and reflect the core function of the building or area—be it healing troops, storing supplies, or managing animals. Each location also has its own condition and performance stats (e.g., fire safety, pest control, structural decay), which tasks will soon influence in real-time.[/p][p]Tasks are currently functional but not yet connected to stat changes. That dynamic link—e.g., “more cleaning = less sickness,” or “more maintenance = slower equipment decay”—is next on the implementation list. The framework is fully modular, so expanding, tweaking, or balancing it later will be simple.[/p][p]Additionally, all location modules are now cleanly declared, stat-modifiable, and trackable. This includes systems like how many vehicles can be repaired in the Mechanics Bay, how many animals can be stabled, and whether the Storage is fire-safe. Upgrade logic is already wired in—each module can now accept upgrades and reflect changes based on worker activity and game state.[/p][hr][/hr][h3]Upgrade System Fully Implemented[/h3][p]A complete UpgradeProcessor is now in place. This handles the logic of applying upgrades across the game world—whether it's increasing capacity in Storage, adding new delivery types to the Depot, or enhancing a battle unit’s efficiency. Upgrades can now affect all kinds of stats and work exactly like modifiers, but persist across time and can have levels.[/p][p]The upgrade system includes:[/p]
- [p]A centralized upgrade definition database[/p]
- [p]Proper initialization and registration at game start[/p]
- [p]Support for both static upgrades (e.g., unlock cart access) and scaling upgrades (e.g., +5%, +10%, etc.)[/p]
- [p]A clean level system for upgrades: rather than duplicating entries, each upgrade has a level property. This lets you scale the effect by level and keep everything manageable for both logic and UI later (e.g., visual differences between Level 1 vs. Level 3 shield upgrades).[/p]
- [p]Barracks – Troop rest, morale, readiness
→ Tasks: Cleaning, Maintenance, Construction, Upgrading, Security, Sleeping[/p] - [p]Hospital – Medical care, epidemic response
→ Tasks: Medical Help, Cleaning, Maintenance, Inventory, Upgrading, Repair, Security[/p] - [p]Mechanics Bay – Repairs trucks, small vehicles
→ Tasks: Repair Units, Cleaning, Maintenance, Inventory, Upgrading, Security[/p] - [p]Stables – Houses animals for transport/comms
→ Tasks: Animal Care, Cleaning, Maintenance, Upgrading, Security, Repair[/p] - [p]Depot – Central hub for all incoming/outgoing resources
→ Tasks: Loading/Unloading, Maintenance, Construction, Cleaning, Security, Upgrading[/p] - [p]Deployment Zone – Infrastructure across the region (rails, lines, bridges)
→ Tasks: Repair, Maintenance, Upgrading, Building, Security[/p] - [p]Storage – Stores strategic resources
→ Tasks: Loading, Inventory Management, Cleaning, Maintenance, Security, Upgrading[/p] - [p]Sector – Abstract representation of overall theater condition
→ No direct tasks, but heavily affected by all others through modifiers and global conditions.[/p]