stardance has been extended another month! the new deadline is october 31 :)

You are browsing as a guest. Sign up (or log in) to start making projects!

Thijmen

@Thijmen

Joined June 7th, 2026

  • 33Devlogs
  • 3Projects
  • 1Ships
  • 18Votes
I am a 16 year old (aspiring) developer form the netherlands currently working on SupplyChains
Ship Pending review

Supply Chains

Supply Chains is a game inspired by Transport Fever and Mindustry, centered around building road networks and logistics chains for construction and mining operations.

Features

  • Vehicles, trailers and a garage
  • Route system: pick a source, a destination and a resource, then assign it to a vehicle
  • Multi-step production chains
  • Construction sites, trading, generated terrain, and A* pathfinding with road weights

Controls: WASD camera, 1-5 build, right click remove, space pause. Everything else is in HELP.md.

Known limitations

I’m a solo dev, so some things aren’t finished. The full list is in the README.

Hope you enjoy it!

  • 30 devlogs
  • 307h
Try project → See source code →
Open comments for this post
Reposted by @Thijmen

16h 20m 8s logged

Devlog 26: Last devlog

I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result.

excavator

The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed.

a lot of small things

I have done a lot of small things to optimse the game and fix things i coudend test till now

Release

This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game.

1
2
86
Open comments for this post

16h 20m 8s logged

Devlog 26: Last devlog

I’ve officially finished the game. It’s been an incredible journey, and I’m pretty happy with the end result.

excavator

The excavator is now fully functional. You can use it to create mines, which automatically convert into factories once placed.

a lot of small things

I have done a lot of small things to optimse the game and fix things i coudend test till now

Release

This is the last devlog I’ll be writing for this project. I want to thank you all for the support. I hope you enjoy playing the game.

1
2
86
Open comments for this post
Reposted by @Thijmen

9h 52m 27s logged

Devlog 25: Planes and saving!

I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system.

Planes/order system

I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now.

Saving

You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web.


whats left:

The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way.

1
2
67
Open comments for this post

9h 52m 27s logged

Devlog 25: Planes and saving!

I’ve locked in over the last 2 days and finished the final 2 of the 3 major systems. I’ve completed the planes (which now spawn when you accept an order) and finished the saving system.

Planes/order system

I’ve finished the order system, when you accept an order, a plane now spawns a couple thousand pixels out. It flies to the airstrip, loads up at the end of the runway, turns around, and flies away. It doesn’t taxi all the way to the terminal because I just don’t have time for that, but it looks good enough for now.

Saving

You can now save 3 worlds in the game. Everything gets encrypted and saves all the world values. It was pretty difficult converting some of the arrays filled with instances into dictionaries and back again, but it works on both PC and on the web.


whats left:

The only things left are the excavator and some smaller things. I’m finishing that all tomorrow, and that will be the last devlog for my ship. The main gameplay loop should be finished by end of day tomorrow. If I can’t finish everything, so be it, I dont have time to work on it anymore if I also want to continu in third space, but I’m happy with how it works now and what I have learned along the way.

1
2
67
Open comments for this post
Reposted by @Thijmen

10h 6m 21s logged

Devlog 24: Construction finished and start secunce made

I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed.

Construction system

The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay.


Starting secunce

The starting secunce now has a couple of steps:

  1. Place the resource box
  2. Place a runway
  3. Place a terminal
  4. Conect the runway with the terminal with a taxiway
  5. Place 4 base tiles for the vehicle to spawn on

What has to be done:

  • Mine/excavator system ~3h
  • Finish trade system ~3h
  • Save system ~2h
  • Documentation ~2h
0
2
103
Open comments for this post

10h 6m 21s logged

Devlog 24: Construction finished and start secunce made

I’ve finished the construction system and made the start sequence actually playable by adding a resource box containing 10 iron bars needed to build a terminal. It’s been 2 weeks since my last devlog school and commitments to Third Space have kept me busier, so I’m not 100% certain I’ve captured everything that’s changed.

Construction system

The construction system now generates building routes that you can assign vehicles to. Resources must be delivered to a building site before construction begins, making the resource system meaningful in actual gameplay.


Starting secunce

The starting secunce now has a couple of steps:

  1. Place the resource box
  2. Place a runway
  3. Place a terminal
  4. Conect the runway with the terminal with a taxiway
  5. Place 4 base tiles for the vehicle to spawn on

What has to be done:

  • Mine/excavator system ~3h
  • Finish trade system ~3h
  • Save system ~2h
  • Documentation ~2h
0
2
103
Open comments for this post
Reposted by @Thijmen

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.

0
2
159
Open comments for this post

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.

0
2
159
Open comments for this post
Reposted by @Thijmen

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
0
2
183
Open comments for this post

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
0
2
183
Open comments for this post
Reposted by @Thijmen

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.

0
2
149
Open comments for this post

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.

0
2
149
Open comments for this post
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

1
2
58
Open comments for this post

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

1
2
58
Open comments for this post
Reposted by @Thijmen

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.

2
2
299
Open comments for this post

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.

2
2
299
Open comments for this post
Reposted by @Thijmen

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.

0
2
290
Open comments for this post

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.

0
2
290
Open comments for this post
Reposted by @Thijmen

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.

0
2
26
Loading more…

Followers

Loading…