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SupplyChains

  • 27 Devlogs
  • 271 Total hours

A game inspired by transport fever and mindustry centered around building road networks and logistics chains around construction and mining operations, with farming and forestry planned for a future update.

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10h 2m 34s logged

Devlog 23: Vehicle pathfinding and construction

I have fixed the vehicle pathfinding (mostly) and I have made the construction system.

Vehicle pathfinding

I have fixed the vehicle pathfinding and it works now mostly. I say mostly because it breaks when a trailer is equipped, but that is a way smaller thing to fix.


Construction system

It’s almost done. The system makes it so the resources actually have a function and you now need to deliver resources to a building site before the factory can get built.


Still not done

I know I said it would be done this weekend and it still isn’t, but it’s almost there. What I still have to do:

  • The mine/excavator ~5h
  • Finishing a couple of systems (like the construction and trade system) ~5h
  • Make a savegame system ~5h
  • Small things ~2h
  • Documentation ~2h

So 2 devlogs left, and otherwise I will just ship incomplete because I don’t have time anymore.

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10h 17m 28s logged

Devlog 22: Factory UI and Finished base building

I’ve finished base building and am now working on the factory UI.

Factory UI

I’m working on the factory UI, where you can see the factory’s storage and change its recipe. It’s almost finished.


Base building

Base building is finished you can now make taxiways and build a warehouse. I’ve also put these into a UI like the factory’s, so it only takes one button.


Vehicle physics/pathfinding

I’ve spent yet another hour on vehicle physics/pathfinding, and I’ve narrowed it down to a bug in the handoff to the prebaked paths of the factories.


Timeline

I’m pretty sure I am gooing tho finish it this weekend. What’s left:

  • Vehicle physics ~3h
  • Mines/excavators ~5h
  • Building construction (will reuse most of the factory logic) ~2h
  • Random bugs and small things ~5h
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9h 55m 39s logged

Devlog 21: Trading Finished, but I’m Stuck

I’ve finished the trading system!

Trading System

The trading system is done. Orders are generated, you can accept them, and accepted trades show up in the UI. The only thing left is adding the planes, but that depends on finishing the base-building system first.


Base Building

I’ve started working on base building. It’s pretty simple and mostly uses systems that already exist, so it should only take around an hour to fully implement.


Stuck

Development has been going way slower than I hoped because my codebase is currently a bunch of bandaids stacked on top of each other. I also need to ship this week since Thirdspace starts next week, which means I probably won’t have time to add much polish.So I need your opinion: is it worth delaying the game for another week? 😭 Or should I just ship it?
Do you think I’ll still be able to afford the Framework 13 if I release it now?
My current plan is to focus on getting the core systems working, fix any major bugs, and leave extra polish and construction vehicles for a post-launch update.

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9h 54m 35s logged

Devlog 20: UI and Trading

Got the backend for the trading system done and overhauled the UI to go with it.

Trading System

I made a trading system. It generates contracts with the recipient’s name, the resource being traded, and the price. Basically the foundation for the aircraft system.


UI

Redesigned the time and date display because it looked kinda rough. Also switched the economy back to money instead of the resource, makes way more sense for trading. Oh, and vehicles now actually speed up when you speed up time, which is pretty cool.


What’s Shipping vs Later

I’m not including construction vehicles in the initial release because that’s like 40+ more hours of work and I want to actually finish this before Thirdspace starts (I’m gonna compete too). So yeah, that’s going to a post-launch update.

Still gotta do:

  • Get the excavators working (mines) ~5h
  • Finish the trading system ~3h
  • Fix vehicle physics again 😭~5h
  • Random bugs and polish ~5h

Hope I can get that done this week. Tryna hit at least 14sd/h so I can hopfuly buy that Framework 13 lol

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4h 20m logged

Devlog 19: Busy

School has started again and I have been geting busy and my motivation is also not that high right now because things take alot longer and dont work like i want to. I think I will delay release to septembere 12th.

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9h 54m 22s logged

Devlog 18: Pre-baked docking paths

I’ve implemented pre-baked docking paths for factory entrances to solve some pathfinding issues with vehicle physics.

Pre-baked paths

The A* pathfinding system was struggling to navigate the sharp corners around factory entrances. When the trailer tried to find its own path through these tight spaces, it would instantly jackknife, not ideal. Rather than spend 50+ hours refining the vehicle physics, I decided to pre-bake specific docking paths to each factory.
It’s not a perfect solution visually, but it’s functional and gets the job done. I can always refine this for a post-launch update if needed.
I’m still wrapping up the final details of the docking path system before moving on.


Mines

My next major task is implementing mine logic, which includes the excavator logic and ore detection and depletion.


Aircraft

After the mining logic I will add the last vital gameplay system the aircraft system which will be responsible trade and contracts with other villages.


Release

I’m currently deciding whether to push construction vehicle implementation to a post-beta update or delay the release by a week to include them. Construction vehicles aren’t vital to core gameplay, but they would add a lot of polish. I’m still on the fence about this one, it depends on how the mine logic implementation goes.

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9h 58m 23s logged

Devlog 17: Factory placement

I’ve built a system for placing factories in the world.

Factory placement

Turns out it’s an absolute pain in the ass to place objects that are multiple tiles big while also having them connect to multiple Godot terrains. So I had to write a whole system that places every tile separately and keeps track of which tiles are occupied.


Roads

I also had to rework how roads are placed. Originally, every road type was its own terrain, but that doesn’t work if you want them all to connect to factories and to each other. So now they’re all just one terrain, and a script gives each tile the correct color for its road type. This only works because all the road types are identical in shape just different colors.


Aircraft sprites

I’ve added several new aircraft sprites: the Bo 105, the Twin Otter, the PC-6, and the H225. I’m planning to add the Chinook and the A400M next, which will round out the aircraft lineup for the beta launch.


Release

It’s going to be close. I’m not sure I’ll hit my self-imposed deadline, since some things took a lot longer than expected but I might still make it. Either way, I’m not going to rush it. I’d rather ship a week late than release something that gets 5 SD/h because it isn’t polished.

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9h 52m 19s logged

Devlog 16: Factorys and aircraft

I’ve reworked the factory sprites and added aircraft.

Factory sprites

I have made new sprites for every factory execpt the concrete mixing plant. the sprites are now 2x2 or larger so vehicles can realisticly unload there.


Aircraft

I’ve decided to add aircraft, which will serve as a trading terminal so you can trade with other villages, get contracts, and earn money. Aircraft fit well for this since no other villages spawn in the world. they let you trade with other vilages without them needing to exist in the world. I still need to add alot to make this work but currently I have a working runway building mecanic


Next: Factories

Next, I still need to build out the factory logic. I plan to make them with custom resources, just like vehicles. I made the new sprites first because I needed to know where (un)loading would need to happen before I could design the logic around it.

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10h 17m 56s logged

Devlog #15: Vehicle rework

I’ve completely restructured how vehicles work under the hood. The main goal was to break down the code into readable, reusable pieces.

Vehicle componentization

The vehicle script had become too large to work with, so I split it into five scripts: vehicleBody.gd, drivetrainComponent.gd, path_movement_component.gd, CargoComponent.gd and attachment_component.gd. This makes the code easier to maintain and reduces the chance of bugs when adding new vehicle types.


Vehicle data

I have converted the nested Dictionaries into custom resources which makes it easier to add vehicles and less error prone.


Pathfinding improvements

I tweaked how the pathfinding works by chamfering the corners so vehicles navigate them more smoothly. It doesn’t look quite as I want yet, but combined with animations, it should look acceptable for now. This is something I’ll have to find a more permanent solution for later.


Release

I’m targeting version 1.0.0 for Saturday, August 22nd. There’s still quite a bit to do, but I think I can make it. I set this deadline because I’ll have less time once school starts.

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9h 44m 42s logged

Devlog #14.2: Route system

The route system is now done

Route sytem

The route system turned out to be more complicated than initially expected. I restructured it so the route is calculated centrally in the Global script, and every instance using it reads from there. This keeps things synchronized and maintainable. For now, the system has one mode implemented: a ping-pong mode where vehicles travel back and forth between two set points.


Vehicle physics

There’s a persistent issue with vehicle physics where they cut corners and miss checkpoints, requiring them to turn around. I’ve set this aside for now to focus on other features, but it’s something I’ll need to fix down the line. I realy have no idea how though I cant seem to find the issue.


Whats next

The last major things before release are:

  • Linking factories to vehicles so they can load and unload cargo
  • Animating the excavators at the mine
  • Building out the construction system
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10h 5m 32s logged

Devlog #14: Route UI and system

I am currently working on the route ui and the route system.

Route UI

The route UI is almost done I only need to link it to the route system.


Route system

I am almost finished with the route system I only have to connect it to the vehicle and rewrite the factory system a bit so it works with the route system. there will be multiple modes distribution of one factory based on demand or a ping pong mode where it drives back and forward between 2 set points. You also will be able to assign vehicles to construction projects but this will come later.


Trailer UI

The trailer UI is finised you can connect trailers to vehicles via it.

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9h 51m 15s logged

Devlog #13: Vehicles in the world

I’ve connected the vehicle systems to the world and to the UI.

Vehicle manager

I’ve made a vehilce manager script. This manager stores and retrieves vehicle data efficiently by ID, making it easy for the UI and other systems to access vehicle information.


Vehicle UI

I’ve made a UI where you can see the fuel, total weigth, health and engine load of the vehicle by clicking on it. There are also 2 buttons 1 for selecting a route and the other for coupling a trailer.


Spauwing

When you buy a vehicle it gets assigned a base tile you now need a base tile per vehicle.


Last things

Next, I need to implement the route selection and trailer coupling buttons to complete the vehicle system integration as far as I can right now.

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10h 2m 20s logged

Devlog #12: Planing

I’ve put together a roadmap for the rest of development.

Roadmap

I’m planning to release the game in 3 weeks and have laid out a plan accordingly.


Vehicle physics

I’ve spent about half my time since the last devlog tweaking vehicle physics, and I’ve decided to compromise on a few things — for example, when the trailer jackknifes and gets stuck, it’ll just clip through the vehicle.


Shop rework

I am almost finished with reworking the shop it now displays all the stats that the vehicle uses

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9h 56m 14s logged

Devlog #11.2: Trailer Logic and Pathfinding

I’ve almost finished all the vehicle logic.

Pathfinding

A working pathfinding system is now in place using AStarGrid2D. This system works with vehicles both with and without trailers, and handles both on-road and off-road navigation.


Trailers

Trailers can now couple to vehicles with the correct hitch and follow them around in a realistic manner. The coupling mechanics work as they would in real life.


Finishing Touches

The vehicle logic still needs some fine-tuning, and I haven’t tested it yet with every vehicle type. I still need to implement the articulation system for the articulated dump truck.

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9h 53m 59s logged

Devlog #11: Vehicle logic

I am currently working on the vehcile logic

Vehicle logic

There are alot of variables now that determain the behavier off the vehicles like engine and weight


Sprite scaling

I have fixed the scaling of the sprites.


Last things for the vehicle logic

I still need to implement the trailer logic and pathfinding.

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8h 27m 51s logged

Devlog #10: Factory logic

Just returnt from vacation, and i forgot to make a devlog before i went so i dont fully know anymore what i changed.

Factory logic

I have implemented the core factory system. Factories can now receive resources, process them and output the procesed resource. I haven’t fully tested the logic yet since the UI and vehicle systems ( needed for input/output) aren’t complete.


More

I have probebly done more but i dont know anymore because i have been a way for a week.


What is next

My next priority is implementing vehicle logic, but first i need to fix vehicle sprite scaling. Currently all vehicles are 11px wide, which makes a dump truck as wide as a car. I want to make everything a consistent scale (probably 5px = 1m) and update all sprites accordingly for a more realistic appearance.

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10h 8m 57s logged

Devlog #9: Supplychain

Been working on the supplychain structere last 2 days, including new sprites

Factorys

I have made new factory sprites. All sprites are new i am not realy happy with how the steel and wire mill look but the rest look prety good i think.


Resources

I have also added a couple new resources their are 4 resource types now: copper, coal, gold, iron. The resources spauwn in mixed vains on the map determent by a NoiseTexture2D.


What next

I am now gooing to work on the logic for the factorys and i want to take a nother look at shadows because the didnt work last time but i have found a otherway to do it i want to try.

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9h 40m 21s logged

Devlog #8.1: UI and lighting

Today i have been focesing on the inviorment

UI

I have now linked up the hole UI. In the last devlog I had already shown the ui but now it also linked up properly with the game.


Day Night cycle

I am currently implementation a dynamic day/night cycle. Right now, the timing and transitions aren’t lining up the way I want them to, so i still need to do some fine tuning .


Shaders / shadows

This is where I’ve been strugeling. I’ve been trying to figure out how to implement proper 2D shadows. The issue is that the built in directional shadows in Godot aren’t really designed for top-down games. They make the sun’s shadows look infinitely long and completely distort the perspective. Every custom solution I’ve tried so far looks terrible. I’ve easily spent about 5 hours making custom shaders making a static shadow, but I’m still stuck.

If you have any experience with top down 2D lighting or custom shadow shaders in Godot, please let me know in the comments!

I could really use some help right now. The biggest problem is that the fastNoiseLite texture doesnt calculate the same in the shader as via the cpu which is also the thing that is hindering me in the ovelays.

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9h 51m 8s logged

Devlog #8: Made UI

Been working on the UI this weekend. its nothing special yet but it is good enough for now.

Garage menu

I have made a menu where you can see all your vehicles. It is pretty simple but i need it for programming the vehicles.


Shop UI

I have made a shop ui where you can buy the actual vehicles. The are sorted by type. You can see the stats and capabilities and you can decide if you want to buy the vehicles or if you want to finance it.


Exstended selected tile UI

I have also made some improvments and additions to the selected tile ui, you can now choose a variant if the selceted tiles has them like the factory. You can also see what number is connected to what if you hover over the ui.


Overlay

I am also working on a overlay so you can see the height, temperature and humidity I am doing this with a shader but it is not working how i expected at the moment because the shader doesn’t line up with my terrain.

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5h 14m 20s logged

Devlog #7: Fresh foundation

As i mentioned in devlog #6, i am rebuilding the game in godot. I am almost done with the essentials and development has already almost doubled in speed.

World generation

I have build a biome system using three noise textures to determine temperature, altitude, and humidity. Each tile uses these values to determine which biome gets drawn. This means the world has natural variation and will hopefully look less boring. It also sets up the foundation for biome specific resources and mechanics down the line forcing players to make a bigger network.


Road placement System

You can now place roads this works with terrainSets which makes it easyer to draw roads. Roads are the only thing you can place for now.


Vehicle Pathfinding

I’ve also made a simple pathfinding script using the built-in NavigationAgent2D. The destinations are hardcoded for now. I’ve heard AStarGrid2D might be better suited for grid-based pathfinding in my case, so I’ll be researching how to implement that.


What i still have to add

Before I’m back where I was with the Greenfoot version, I still need to add:

  • The factorys and their system
  • The trailers physics
  • The garage menu
  • A couple small things
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9h 35m 48s logged

devlog #6.1

Terrain

I am almost finnished with the prosidural generation of the map which is gooing to make for way more variation in the game and beter planing were to place youre base.

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31h 5m 20s logged

Develog #6: switching engines

Spent the last week trying to fix the UI and physics in Greenfoot, and honestly? It’s just not happening. Greenfoot wasn’t really built for games like this the UI support is basically non-existent, and getting clickable buttons to work properly is way more of a pain than it should be. And i decided it was no longer wordt fighting for.
So I’m switching to Godot. I’ve made some prototypes in it before, so at least I know the basics, and it’s way better suited for what I’m trying to build. The downside is development is gonna be paused for about a week while I set everything back up and rewrite some stuff. But after that? Should be able to move way faster, which will hopefully make up for the lost time.

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21h 20m 43s logged

Devlog #5: Major System Overhaul—Resource Economy & Vehicle Expansion

it has been a bit since my last devlog i have some major changes this version. It is nowhere near done yet but it is almost playable. here is what changed:

Added two new resources

I have added sand and gravel that are used in multiple new recipes

Changed the economy: from currency to resources

I got rid of the money system because it gave the ability of players just focusing on one resource. Now players need to use all the resources like iron ore, copper ore, sulfer ore, sand, gravel and many more. You have to mine all resources and process them
This forces the player to actually spent time making a supplychain with diffrent mines and factories. This way it feels less as a idle and more like a managing game.


Added new factories

I have added new factories using the factory system i made last time these factories all require two or more inputs. Some factories make concrete from gravel and sand, others make PCBs and other compilicated stuff.
I plan to add more in the future but for now it is way beter than before.


Added a bunch of vehicles

I have added multiple new vehicles:

  • Bulk carriers - Can move ore and loose materials
  • Flatbed trucks - Move finished products (pallets ore IBCs)
  • Trailers - These can attach to diffrent vehicles and extend capacity
  • Concrete truck - Transports concrete
  • Construction Vehicles
    • Dozer - Removes the building
    • Excavator - Now needed for quarries
    • Asphalt Paver - Changes roads from gravel to asphalt

I am planing to add more construction vehicles so that every building needs a construction vehicle to build instead of the building just appearing out of nowere.


Rebuilt the UI

The old ui didnt fit anymore there where to many tiles and the route tab did not support construction equipment, so i made a new tile ui that groupes the tiles in road, factory and mines. I have also made a new vehicle ui which i call the garage this shows

  • The vehicles you own
  • The vehicle shop
  • The abilities of the vehicle:
    • It can hook a trailer
    • It can carry bulk cargo
    • It can carry flatbed cargo
    • It can go offroad
    • It can destroy building
    • It can pave roads
    • It can mine

it’s way better than before but you currently cant buy the vehicles yet


Roads have levels now

Roads can be upgraded: gravel -> cement -> asphalt. Gravel roads are cheap but slow, asphalt is fast but expensive. Upgrading is expensive but can speed up your production or reduce the number of vehicles required to keep the factory full. The road level doesnt effect offroad vehicles and some vehicles may get a max speed in the futer


What i still need to do

It is the same as last time because i had to many new ideas and no motivation to implent mutch backend stuff

  • Levels / progresion - It is just a sand box now
  • Beter end goal - There is not realy a endgoal
  • A tutorial - The game becomes increasingly complicated so hard without any guidance
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3h 50m 31s logged

Devlog #4

Finised the factory system

Finised the factory ui / recipie ui that now tracks input output and procesing time

Added new sprites for the vehicles now have 2 types a dumptruck form the drill and a flatbed to the sellpoint


Stil need to add

  • Change detection system
  • Levels / progresion
  • Beter end goal
  • A tutorial

Known bugs

  • When you edit the route it deletes it self
  • When you delete a route it doesnt delete the vehicles
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3h 24m 3s logged

Devlog #3

Added a factory system

it is not fully done but there is a basic factory system now so you cant just infinatly take recources from the factroy to the sell point

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12h 27m 27s logged

Devlog #2

Finshed the game

I have finnished the main gameplay loop

I still want to add:

  • A tutorial
  • Levels / Progresion
  • More recources and factorys / recipes
  • Better end goal there is nothing to save for right now
  • failsave for when you delete the path with vehicle on it
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1h 50m 45s logged

Devlog #1

I have made some improvements on the game i am curently making in greenfoot (java engine) i am using this engine because i have used it before for school

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