Battle Charge – Monthly Development Update (June)
[h2]Battle Charge – Monthly Development Update (June)[/h2][p]
We had many changes this month the overall focus on bringing the playable closer to DEMO state. Main areas we polished where on command features. Shielwalls, Push when inshieldwall, Brace, and of course Charge element. now they are more smooth and better looking. Sorry can't write the whole other adjustments and changes we did because they are a LOT :) [/p][p]
[/p][p]
[/p][p]Here is a long list of changes I dug out from our version control :)) [/p][h2]
Update Content:[/h2]
We had many changes this month the overall focus on bringing the playable closer to DEMO state. Main areas we polished where on command features. Shielwalls, Push when inshieldwall, Brace, and of course Charge element. now they are more smooth and better looking. Sorry can't write the whole other adjustments and changes we did because they are a LOT :) [/p][p]
Update Content:[/h2]
- [p]Improved the start of run animations for better responsiveness.[/p]
- [p]Fixed collider issues in the Forest 2 level.[/p]
- [p]Resolved problems with shield attack deactivation and combo transitions.[/p]
- [p]Improved animation event handling to reduce timing inconsistencies.[/p]
- [p]Added VFX and SFX to shield attacks.[/p]
- [p]Enhanced fog and lighting in the Winter level for better atmosphere.[/p]
- [p]Added more camera transitions and increased their speed.[/p]
- [p]Began work on mirroring the enemy army based on player selection (still in progress).[/p]
- [p]Fixed rendering problems with some level props.[/p]
- [p]Improved navmesh generation and included larger props as obstacles.[/p]
- [p]Introduced terrain-based ground detection using mapping coordinates.[/p]
- [p]Added footstep VFX and SFX that match terrain textures (grass, dirt, snow).[/p]
- [p]Refactored the charge system to address known issues (needs further testing).[/p]
- [p]Introduced a global gameplay configuration for common parameters.[/p]
- [p]Fixed Knight Sidekick footstep effects.[/p]
- [p]Resolved idle animation issues during charge transitions.[/p]
- [p]Removed outdated Sprint and Heavy Attack states.[/p]
- [p]Added configuration files for unit default states.[/p]
- [p]Updated UI character prefabs, cleaned up unused components, and added an idle animation with a dedicated controller.[/p]
- [p]Improved the pooling system for better particle performance.[/p]
- [p]Enabled runtime display of unit configuration values for debugging.[/p]
- [p]Added temporary stat values for weapon damage and shield weight.[/p]