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!
๐ 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
โช <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.
๐ฌ 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
๐ 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
๐ 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
โ๏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
๐ฎ 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
๐ต 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
Get Shining Like
Shining Like
| Status | Released |
| Author | tm8six@gmail.com |
| Genre | Role Playing |
| Tags | Tactical RPG |
More posts
- Systems in Place tech demo. 1 battleJul 13, 2025
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