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Thijmen

@Thijmen

Joined June 7th, 2026

  • 28Devlogs
  • 3Projects
  • 0Ships
  • 0Votes
I am a 15 year old (aspiring) developer form the netherlands currently working on SupplyChains
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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 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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2
111
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Reposted by @Thijmen

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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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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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 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 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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