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  3. Battle Charge – Tech Update

Battle Charge – Tech Update

  • [p]Continued improvements on troop pushback logic within shield wall formations to behave more consistently.[/p]
    • [p]Improved how opponents respond to pushback, with more accurate recoil positioning.[/p]
    • [p]Introduced randomization ranges for pushback force to reduce repetition.[/p]
    • [p]Assigned different animation sets for pushback to improve visual variety.[/p]
    • [p]Randomized second-row recoil animations during shield wall impacts for added realism.[/p]
[p][/p][h2]UI[/h2]
  • [p]Stated the re-implementation if the main menu.[/p]
  • [p]Improving the overall menu screen layout and visuals.[/p]
  • [p]Designed a functional menu flow for smoother navigation between screens.[/p]
  • [p]Improving UX part of things :)[/p]
[p][/p][h3]Low-Level Systems[/h3]
  • [p]\[In Progress] Added a trigger system to the AI FSM (Finite State Machine) to allow state changes based on external events.[/p]
  • [p]\[In Progress] Building an internal FSM graph editor to help visualize and manage AI states and transitions more efficiently.[/p]
[hr][/hr][p]Thanks again for following development. These changes are a mix of under-the-hood improvements and player-facing polish: both aimed at pushing Battle Charge closer to a refined demo experience.[/p][p][/p][p]As Always please consider wishlisting . That's the biggest help at this stage .
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