completed


  • rewrote most of the codebase
  • utilizes classes now
  • better save compatibility(might not be relevant for a while)
  • added methods to support cloning, serializing and revival
  • many minor changes and tweaks to the code 

  • Items
  • added material manager
  • added clothing preset manager
  • better item/property checking

  • inventory handler
  • created shadow clusters to improve pending actions

  • rewrote character edit menu
  • you can now replace descriptions with custom ones by typing in the display field

  • reworks to text handler
  • more standardized way of handling options
  • more standardized way of handling text bubbles
  • wrote function to remove option based on innertext

  • timekeep
  • added clock(not player facing)
  • every 1000ms or so adds a minute to the clock
  • pause and start functions
  • events are tied to the clock and are ran every "minute"

  • rewrote tile map system
  • changed tile collisions to work based on border color
  • maps now based of 8x8 matrixes of tiles
  • changed how tile descriptions are pulled
  • added on enter and exit functions to tile
  • map entities
  • entities rendered based on map entity object
  • added event hooks
  • generic entity movement functions and utility
  • used on enter and exit functions to create opening doors
  • added css class removal and adding methods to tiles
  • made working stairs
  • variable wall thickness
  • updated entity movement to be, well entity based
  • unbound map position from player character
  • rebound map position to player character(but like better)
  • built dev tools to better work with maps

  • prison map
  • made the prison map
  • did a bunch of work on the prison map
  • spent probably too much time on the prison map
  • the prison map is approximately 56 x 56 tiles or 3,136 tiles in total for one floor
  • added a second floor
  • made 3 cell blocks, two empty barracks and one frost witch office, with a christmas tree not included

  • Intro
  • went through the intro and refactored it to use current paradigm
  • integrated intro with the map more