Added Main Menu and Animations!


Comprehensive Rewards System

The game now has a proper rewards system that makes battles feel meaningful! When you defeat enemies, you'll automatically receive:

  • Gold drops with randomized amounts based on enemy type
  • XP rewards that scale with damage dealt
  • Item drops with configurable drop rates and rarities
  • All managed through a smart event system that tracks combat automatically

The DropManager and ExperienceManager work together to make sure every victory feels rewarding. No more empty battles!

๐Ÿ  Main Menu & Navigation

I've implemented a full main menu system with:

  • MainMenu.unity scene for the game's entry point
  • MenuScene.unity for in-game menu management
  • Smooth navigation between different menu sections
  • Audio feedback for all menu interactions
  • Proper input handling that works across different contexts

โ›ช <span class="markdown-bold-text" <the church (party="" management hub)<="" span=""></span>

This is still under construction, but I'm excited about where it's heading! The church serves as your party management headquarters:

  • >span class="markdown-bold-text">Teleportation system with seamless scene transitions using screen fades
  • Separate camera confiner system for different areas
  • Unique church music that plays when you enter
  • NPC interaction system with dialogue support
  • Foundation laid for party member recruitment and management

The church uses a sophisticated DoorTeleport system that handles transitions between the town and church areas smoothly.

๐ŸŽฌ Advanced Animation System


Weapon Attack Animations

I've implemented a sophisticated weapon animation system that makes every battle feel dynamic:

  • 5-Frame Attack Sequences: Each weapon can have a unique 5-frame attack animation stored directly in the Item ScriptableObject
  • Melee vs Ranged Differentiation:
  • Melee weapons (swords, axes) animate in place near the attacker with proper rotation toward the target
  • Ranged weapons (spears, arrows) travel from attacker to target while playing their animation frames
  • Smart Positioning: Melee attacks spawn with a 1-unit offset toward the target, while ranged attacks start at the attacker's center
  • Configurable Animation Speed: Each weapon has its own AnimationSpeed setting for timing control


๐Ÿ›’ Shop System Overhaul

The shop system got a complete makeover:

  • Multiple shop types (Default and T1Shop) with different inventories
  • Buy and sell mechanics with proper gold transactions
  • Item highlighting and descriptions for better UX
  • Equipment preview showing stat changes
  • Shop trigger system for seamless shopping experiences

๐Ÿ“ˆ Level Up & Progression

Character growth feels great now with:

  • LevelUpManager handling stat increases per level
  • Configurable growth rates for different stats
  • Full heal on level up option (currently enabled)
  • XP calculation based on damage dealt and enemies defeated
  • Visual feedback when characters level up

โš”๏ธ Battle UI Enhancements

The battle interface is now much more informative:

  • HP and MP fill bars for both party members and enemies
  • Target information display when selecting enemies
  • Color-coded health states (normal vs low health)
  • Real-time stat updates during combat
  • Clean, organized UI layout with proper sectioning

๐ŸŽฎ Input & Technical Improvements

Behind the scenes improvements that make everything smoother:

  • InputControllerManager for context-aware input handling
  • Proper input contexts (General, Shop, Battle, Party Menu)
  • Event-driven architecture for combat rewards and progression
  • Singleton pattern implementation for consistent manager access
  • Scene persistence for key game managers

๐ŸŽต Audio & Polish

  • Context-specific music (church has its own soundtrack!)
  • Sound effects for menu navigation and selections
  • Audio source management to prevent conflicts

What's Next?

The church party management system is my current focus - I'm working on:

  • Party member recruitment mechanics
  • Advanced character customization
  • Church-specific NPCs and dialogue

Files

Shining Like v4.zip 29 MB
Jul 14, 2025
shininglikev5.zip 29 MB
Jul 15, 2025
shininglikev6.zip 29 MB
Jul 16, 2025
shininglikev7.zip 29 MB
Jul 16, 2025

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