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Battle Charge News

Development Update: "Battle Charge" 4.20.24

Hey Warriors,

A fresh update is marching into "Battle Charge," and we're excited to share the latest updates

Shieldwall Evolution: We've honed our shieldwall mechanics! Now, your troops will smartly give way as you pass, making you truly feel like the hero in command.

New Attack Animations: We are refining our attack animations to find the best combos for short range and long range attacks (step forward attack)

Auto-Aiming for Step Attacks: Selected attacks now have a auto-aim feature, making each hit count (for now it is the superman punch)

Ragdoll Physics: What's a battlefield without the aftermath? Our runtime ragdoll implementation now brings a more realistic feel to the fallen corpses.

Blood and Swoosh Effects: We're spicing up combat with new blood splatters and swoosh effects! Still fine-tuning, but it's looking gloriously gory.



Sound Effects: Battlefield experience is now even more immersive with the addition of environmental sounds and combat effects. Hear the clash of every sword and shield waterfalls and winter winds!

HUD Improvements: The HUD's got a facelift and is all set. Next, we're working to make it fully data-driven.

As always, keep your blades sharp and your shields ready. Your feedback greatly appreciated, and we're grateful for every word of it.

Stay tuned for more updates, and thanks for standing with us in the shieldwall :)

The "Battle Charge" Dev Team

First update for 2024

We are working hard to make the game better . Here some weightily changes we did since we spoke last:)

Core Setup:
We've tweaked the game's core faster than you can say "shieldwall!" Expect smoother gameplay. We have implemented all the systems starting from main menu into the stats of the game. the core is there lets move in into the game

  • Grid Placement & Formation:
    2 grid formations shieldwall and free formation has been implemented along with its controls.
  • Animations & Collision Detection:
    Our soldiers have been taking acting classes. You'll see more lifelike movements and realistic clashes.
  • Environment & Level Design:
    Welcome to Battlefield One, where the grass is greener... until the battle starts. Enjoy our freshly mowed medieval battleground.
  • Camera Angles & Automation:
    We've added new camera angles Also, idle camera when user is idle for 5 sec the camera goes back to the starting point aiding the players to focus. You'll like it we are sure.
  • Controls & Options:
    Tweak your experience with new options. Now you can control , Mouse sensitivity , Video quality, Music and SFX volume and more ...
  • Save System:
    This is essential for data transfer . We are glad this is over the glass now.
  • Introduction of the companions. This is huge as we implemented companions into the game they are going to be as important to the game as the heroes. Strong AI that will fight with you against your foes.
  • Army Spawn:
    New spawning system! And admin section for it for us to setup the positions better for your battles.





That's all, folks! You'll soon get in there and lead your troops to glory. As our hero commands. -
Follow me!

Development Update (Refactoring ... AGAIN!) - 11.14.2023

Dear Community,

We're excited to share the latest technical developments in our endeavor to overhaul and rebuild the game's core from the ground up. These updates lay the foundation for a more robust and refined gaming experience, setting the stage for the demo and future production. Here's a breakdown of the recent progress:

Root Directory Structure Setup
Organized the root directory to streamline project organization and facilitate better navigation within the game's structure.

Initial Project Commit and Core Implementations
  • Commenced the project by committing initial codebase with essential services and core implementations, establishing a solid foundation for further development.
  • Character, Player, and Factory Implementations
    Implemented key components such as character mechanics, player functionalities, and factory structures to create a framework for character interactions and control.
  • Units Configuration and Refinement
    Configured game units and conducted refinement, eliminating redundant elements and making minor updates to enhance performance.


Asset Import and Material Optimization
Imported protector and sword animation sets while optimizing Universal Render Pipeline (URP) materials for seamless integration.

Level Assets Integration and Asset Cleanup
Imported new level assets and streamlined data provider to the context loader, ensuring a smooth flow for the Gameplay context while removing obsolete assets.

URP and Lighting Corrections
Addressed URP issues with nature manufacture assets, rectifying lighting discrepancies by transitioning from gamma to linear for accurate lighting representation.

Character Inputs and Animation Enhancements
Implemented character inputs to handle basic animations, contributing to the refinement of character movements and interactions within the game environment.

Cinemachine Camera Integration (Work in Progress)
Currently integrating Cinemachine camera for enhanced gameplay dynamics, providing smoother and more immersive camera controls during gameplay sequences.

These updates represent significant strides toward optimizing the game's core functionality, refining visual assets, and laying the groundwork for a more immersive gaming experience. We're committed to delivering a game that exceeds expectations, and your support and feedback continue to drive our progress.

Thank you for being part of this exciting journey!

Meanwhile we are trying different capsules lets see which one sticks :)


Cheers,
Battle Charge Team

Dev Blog: Jul, 2023

Greetings, warriors of Battle Charge! It's time for another exciting development update. Our team has been hard at work, making significant progress on various aspects of the game. Let's dive into the recent changes and updates:

[h3]Battle Setup and Reward Screen[/h3]
We've made notable improvements to the battle setup phase. While it still requires some fine-tuning, we're moving in the right direction. Additionally, we've successfully implemented the reward screen, allowing players to relish their victories before returning to the hero screen.

[h3]Polishing Environments[/h3]
Our dedicated artists have been working diligently to polish the two available environments. We've checked and improved the lighting, fog effects, and weather conditions to create a more immersive and captivating atmosphere for your battles.

[h3]Obstacles and War Zone[/h3]
Prepare for challenging encounters! We've introduced three obstacles: arrow rain, trap holes, and ballista shots (arrows implemented so far). The war zone has been defined, ensuring players are contained within the designated area, preventing them from going beyond the boundaries.

[h3]Hero, Sidekicks, and Enemy Captains[/h3]
Exciting additions have been made to the game's roster. We've added a hero from each faction, along with three unique sidekicks/companions - one representing each faction. The fearsome enemy captains (boss enemies) have also joined the fray, adding more depth and challenges to the battles.

[h3]Troops and Combat Features[/h3]
We've implemented changes to the troops' visual appearances, specifically for the swordsmen. Archers and spearmen are still in progress and need further polish. Additionally, combat features such as different attack combos for troops and unique fighting styles for sidekicks are being fine-tuned for a more engaging and dynamic experience.

[h3]Gameplay Screens and UI[/h3]
The main menu and reward screen are fully implemented, providing a seamless navigation experience. However, settings, skill tree screen, choose your weapon screen, and in-game HUD elements are still under development and will be introduced soon. We're also working on implementing a data save UI and cloud data transfer functionality for players' convenience.

[h3]Combat Enhancements and Features[/h3]
We've made substantial progress on combat features. Each troop type now possesses different weapon combos, enhancing the variety of attacks. Sidekicks have unique fighting combos, and we've added special abilities to both sidekicks and the hero, though they require further polish. Hero executions have been implemented, and we're aiming to include more executions for added immersion. The charge feature and long-range attacks during charging are fully functional.

[h3]Shieldwall and Morale Implementation[/h3]
The shieldwall formation has been successfully implemented, allowing players to tactically defend or break through enemy lines. Different attack animations within the shieldwall stance provide a realistic and engaging experience. Additionally, morale implementation is complete, further immersing players in the strategic aspects of the battles.

These updates showcase the progress we've made in various game aspects. Our team is committed to delivering an exceptional medieval battle simulator experience. Stay tuned for more exciting updates as we continue to refine and enhance Battle Charge.

Charge forth, warriors, and prepare for epic battles!

The Battle Charge Development Team

Bed time stories - bug fixing edition

Bug fixing could be boring, so lets take it easy and try to enjoy them.
here are some bed time stories :)

Bed time stories - bug fixing edition
Our hero in Battle Charge tried to execute a move, but things got shaky...literally! 😱 Turns out the camera was wobbling because it was a child of the player object. 🤯 We thought about making the player search for the camera and shake things up, but decided to fix the player object instead. 🙌 Lesson learned? Keep an eye out for unexpected shakes – they could be more than just a funky dance move! 😂

The Clumsy assassin
Once upon a time, our hero was trying to execute an enemy, but no matter how hard he tried, he just couldn't get close enough. Turns out, there was a bug in the distance settings! So, our hero opened up "ExecutionInfo.cs" and added a distance multiplier. Now, with a wave of his sword and a flick of his wrist, he can execute his enemies from even further away than before! The best part? The multiplier is set to 1, so no need to worry about any unintended consequences...probably.

The Nightmare of the dead
The team was scratching their heads, wondering why the player was still trying to execute moves on dead enemies. They tried everything from CPR to bringing in a necromancer, but nothing seemed to work. Finally, they realized that the enemies were already six feet under and needed to be left alone. They added some code that checked for signs of life and made sure the player only attacked those who were still kicking. Phew, crisis averted!



Execution error due to a missing target.
After checking if the player has orientated themselves for an execution, we now ask them the most important question of all - 'Where's the target?!'
And if the player forgets to bring their target to the party, we kindly remind them with a gentle error message instead of a game-breaking crash.
It turns out, calling for an execution when you don't have a target leads to trouble. But fear not, we've got your back with a friendly reminder to bring your enemy to the execution party.
No more execution errors - just smooth, satisfying takedowns.

Hope you enjoyed. stay tuned for more