For more than eight years, commercial trucking was my day-to-day reality.
Long hours. Appointment windows. Detention. Deadhead miles. Dispatch messages. Pay calculations. Hours-of-service limits. Trying to remember what time I arrived at a shipper while also keeping track of what a load was actually worth.
One thing that always bothered me was how fragmented everything felt. Disjointed. Scattered.
A driver might use one app for navigation, another for logs, notes on their phone for arrival times, a calculator for load value, screenshots for dispatch information, and maybe a spreadsheet or notepad to keep track of weekly pay. And alot of times, these things all reside in the drivers head, bouncing around uncertainly.
None of those tools are necessarily bad on their own.
The problem is that they often don't work together.
That frustration eventually became the starting point for Trucker Suite.
Starting With a Problem I Already Knew
When I started working on Trucker Suite, I wasn't trying to invent some theoretical problem that might exist.
I had already lived it.
If I arrived at a receiver and had to wait several hours, I wanted an easy way to record when I arrived, when detention started, and what that detention might be worth.
If dispatch sent me a load, I wanted to be able to look at the mileage and pay and quickly answer a simple question:
Is this load actually worth taking?
And at the end of the week, I wanted to know what my dispatched miles and projected pay looked like without reconstructing everything from old messages.
Those became some of the first systems inside Trucker Suite.
DockClock
DockClock was one of the earliest features.
Its purpose is simple: track time spent at a shipper or receiver and make detention easier to document.
That sounds straightforward until you start building it.
Suddenly you have to think about:
- arrival timestamps
- editable times
- detention start thresholds
- elapsed-time calculations
- different stages of a stop
- user mistakes
- saving the information between sessions
- updating the UI as the state changes
Something as simple as "track how long I've been here" quickly becomes a state-management problem.
That was one of the first lessons Trucker Suite taught me: the user only sees the timer.
The developer has to think about everything that could make the timer wrong.
LoadWorth
LoadWorth came from another question I asked constantly while driving:
What is this load really worth?
A load can look good on paper until you factor in deadhead miles, total dispatched miles, rate, time, and other variables.
So LoadWorth is designed to give drivers a faster way to evaluate the economics of an individual load.
Again, the visible part is relatively simple.
The harder part is making sure calculations remain consistent when values change, inputs are missing, or users go back and edit something later.
I've spent a surprising amount of development time fixing situations where a single value changes and something elsewhere on the screen doesn't update correctly.
Those bugs are annoying.
They're also where a lot of the learning happens.
Pay Week
Pay Week takes the idea beyond a single load.
The goal is to give a driver a running picture of the week:
- dispatched mileage
- completed loads
- estimated earnings
- recent activity
- load history
Eventually I want this to connect much more deeply with active trips and driver workflows.
Instead of asking drivers to manually piece together everything they've done that week, the application should already understand enough of their recent activity to provide useful information.
That's the direction I'm working toward.
Why Unreal Engine?
One unusual part of Trucker Suite is that I'm building it in Unreal Engine 5.
Unreal obviously isn't the first thing most people think of when they hear "driver productivity app."
That's part of what made the project interesting to me.
I've been studying game development and working extensively with Unreal Engine, Blueprint visual scripting, widgets, data tables, structs, enums, SaveGame systems, and event-driven logic.
I wanted to see how far I could push those tools outside a traditional game.
Quite far, apparently.
Trucker Suite has forced me to work with persistent data, calculations, configurable profiles, dynamic interfaces, timestamps, state-driven workflows, filtering, input validation, and mobile packaging.
Some of those systems would be perfectly at home in a game.
Others definitely wouldn't.
The Blueprint Spaghetti Problem
Anyone who has spent enough time in Unreal Blueprints probably knows what eventually happens.
You start with a clean little graph.
Then you add one condition.
Then another.
Then a branch.
Then a calculation.
Then an update event.
Then you zoom out and realize you've created something that looks like an electrical diagram designed by an octopus.
I've been slowly cleaning that up as Trucker Suite grows.
The project has made me much more conscious of separating responsibilities, using functions, keeping reusable logic together, and trying not to let one feature become a giant chain of interconnected nodes.
I don't always succeed.
But the graph usually looks better after the third rebuild.
Usually.
Building for Drivers Instead of Guessing at Drivers
The biggest advantage I have with Trucker Suite is that I don't have to guess what a long day in a truck looks like.
I've lived it.
I've sat at docks wondering whether detention was being calculated correctly.
I've looked at loads with long deadheads and questioned whether the mileage made sense.
I've dealt with dispatch schedules, HOS limits, appointment times, paperwork, and trying to keep track of everything while working a 12- or 14-hour day.
That doesn't automatically mean every idea I have is correct.
Real users still need to validate the product.
Other drivers will have different workflows, different pay structures, and different priorities.
That's why one of the next major stages for Trucker Suite is getting it into the hands of more working drivers and learning from what they actually do with it.
Where Trucker Suite Is Going
The current application includes the foundations of DockClock, LoadWorth, Pay Week, history, driver settings, and persistent data.
The longer-term roadmap goes further.
I'm working toward systems such as:
- active trip and load management
- manual HOS tracking
- trip feasibility
- calculations
- trip history and archiving
- expanded driver profiles
- tighter integration between load information and weekly pay
- eventual fleet-facing functionality
The goal isn't to build another giant system that forces drivers to adapt their entire workflow around it.
I'd rather build something that fits naturally into what they already do.
What This Project Has Taught Me
Trucker Suite started because I was frustrated with a problem.
It has turned into one of the projects that has taught me the most about software development.
Not because every part of it is technically revolutionary.
Because every feature forces me to deal with real decisions.
What happens if the user enters the wrong time?
What happens if data is missing?
What happens if the application closes?
What happens if a calculation depends on another value that just changed?
What happens when the interface looks fine on my development screen but terrible on a phone?
Those questions are where the actual work lives.
And every time I solve one of them, the application moves a little closer to becoming something I would have genuinely wanted sitting beside me in the truck.
That's ultimately the standard I'm trying to build toward.
Trucker Suite is being developed through Vasken Interactive Studios LLC.
I'm continuing to build, test, break, fix, and refine it as I work toward a broader driver beta and eventual commercial release.
If you're a developer who's ever built software around a problem you personally dealt with, I'd be interested to hear what changed once real users got their hands on it.