Filed in Duty - Report to the Archives, No.2
[p]Support on Patreon[/p][p][/p][p]The candle gutters in its holder, throwing long shadows over the cluttered desk. The Quartermaster rubs his eyes, the ink on his fingertips long since dried into faint stains. The day’s duties were meant to be over hours ago - requisitions filed, rations tallied, reports sent. But the figures don’t align anymore. The systems he built in calmer weeks have begun to crumble under the strain. What once sufficed now fails under the weight of chaos.[/p][p]He exhales, steady but tired. The front has grown unpredictable - supply lines twisting through mud and rumor alike. Convoys vanish into fog, reports contradict one another, and the old forms no longer capture the truth of the situation. To keep order, he must unmake it first.[/p][p]So, he begins again. Pages are torn from ledgers. Old tables are replaced. Formulas rewritten. The structure of his own record - his entire way of keeping the war alive on paper - must be reforged. It is not enough to count anymore; he must adapt.[/p][p]Each new line is a small rebellion against exhaustion, against the creeping sense that this is all futile. But survival depends on clarity, and clarity demands rebuilding. The work becomes slower as the night deepens - calculation, revision, redrawing. He sketches new columns, invents new rules, finds new ways to make sense of senselessness.[/p][p]Somewhere beyond the walls, men sleep in their trenches. He envies them. But he knows that if his system fails, dawn will find them without food, without fuel, without hope. And so, he keeps writing.[/p][p]By the time the candle burns low, the ledger is only half-rewritten - fragments of a new order scattered between the old. His eyes blur over the lines, his hand too heavy to steady the pen. The work is far from done, but the night has taken its toll. Tomorrow, the routine duties will return - the requisitions, the deliveries, the endless signatures that keep the front moving - and this overhaul will have to wait until the silence of another night.[/p][p]Still, he knows what failure would mean. If the new system is not finished, if the records remain flawed, the sector will unravel - not from shellfire, but from disarray. The men fight with rifles and shovels; he fights with ink and paper. Their exhaustion is his own.[/p][p]He lets the pen rest at last, not in surrender but in deferral. The battle will continue tomorrow - the unseen one, fought in margins and columns, where survival depends on order wrestled from chaos.[/p][p][/p][p]---[/p][p][/p][h3]Development Update: The Great Refactor[/h3][p]After the last milestone, the codebase reached a stage where I could properly test and observe how the majority of relevant systems interacted - resource flow, unit logic, events, and modifiers. That first preliminary version taught me a lot about what the engine really needs to handle under the hood.[/p][p]So, I decided to go back to the foundation and rebuild parts of it for efficiency, flexibility, and long-term scalability.[/p][h3]What’s Happening Under the Hood[/h3][p]I’m currently refactoring the core systems to make them cleaner and much easier to upgrade later on. The goal is to ensure that every part of the game - from unit stats to global events - communicates in a structured, efficient way.[/p][p]The new modifier system is the biggest change. It’s now far more modular and data-driven:
Modifiers can[/p]
That flexibility will be crucial for building complex behaviors later without rewriting large chunks of code.[/p][h3]Technical Changes Since the Last Update[/h3]
It won’t have proper visuals yet - mostly grey boxes, text, and dropdown menus - but it’ll be enough to test all loops, balancing, and interactions.[/p][p]It’s the first time the simulation will really start to “breathe.”[/p][p][/p][p]Wishlist the Game[/p][p]Support on Patreon[/p][p][/p][p]Legend:
White -> Not started
Yellow -> System has been started upon.
Orange -> System is applied. (Which means it's already functioning and interconnected with the other systems.)
Blue -> System is finished. It works as it should and was tested.
Green -> Polished and finished. All the balancing and little extra things are done. Ready to be shipped and to be left alone.[/p][p][/p][p]
[/p]
Modifiers can[/p]
- [p]affect stats directly,[/p]
- [p]trigger custom methods, or[/p]
- [p]modify tracked variables dynamically (like counting scarcity or morale events).[/p]
That flexibility will be crucial for building complex behaviors later without rewriting large chunks of code.[/p][h3]Technical Changes Since the Last Update[/h3]
- [p]Rebuilt the modifier architecture (types, scopes, and conditions)[/p]
- [p]Centralized modifier processing to avoid redundant loops and overlaps[/p]
- [p]Added validation to prevent missing keys or undefined effects[/p]
- [p]Introduced method-trigger and variable-update support[/p]
- [p]Improved dictionary structures for stats, thresholds, and entities[/p]
- [p]Refactored base classes for units and sectors for cleaner inheritance[/p]
- [p]Optimized signal connections for daily updates[/p]
- [p]Enhanced logging and debug output for testing[/p]
- [p]Simplified initialization and scene setup[/p]
It won’t have proper visuals yet - mostly grey boxes, text, and dropdown menus - but it’ll be enough to test all loops, balancing, and interactions.[/p][p]It’s the first time the simulation will really start to “breathe.”[/p][p][/p][p]Wishlist the Game[/p][p]Support on Patreon[/p][p][/p][p]Legend:
White -> Not started
Yellow -> System has been started upon.
Orange -> System is applied. (Which means it's already functioning and interconnected with the other systems.)
Blue -> System is finished. It works as it should and was tested.
Green -> Polished and finished. All the balancing and little extra things are done. Ready to be shipped and to be left alone.[/p][p][/p][p]