Updated migration plans to reflect significant codebase evolution:
NEW SYSTEMS DOCUMENTED:
- NPC system (fully implemented with NPCManager, conversation state, events)
- Event system (80+ events across codebase)
- Global game state management (window.gameState.globalVariables)
- Multiple scenarios (24 total, up from 1 originally planned)
KEY UPDATES:
- UPDATED_MIGRATION_STATUS.md: Comprehensive status of what's changed
- What's implemented vs what still needs server-side integration
- Updated timeline: 22 weeks (was 18 weeks)
- New database schema requirements
- Updated risk assessment
- CLIENT_SERVER_SEPARATION_PLAN.md: Added 3 new systems
- System 5: NPC System (hybrid approach confirmed)
- System 6: Event System (selective logging)
- System 7: Global Game State (server as source of truth)
- Updated migration checklist: 9 phases (was 7)
- Updated timeline: 18-22 weeks
- README_UPDATED.md: New master index document
- Quick start guide
- Document index
- What's changed summary
- Timeline breakdown
- Architecture decisions
- Success metrics
MIGRATION APPROACH:
- Hybrid NPC approach: Scripts client-side, validation server-side
- Selective event logging: Critical events only
- State sync: Server as source of truth, client cache for performance
- Incremental rollout with dual-mode support
TIMELINE: 22 weeks (~5.5 months)
- Added 4 weeks for NPC, Event, State integration
- Original: 18 weeks → Updated: 22 weeks (+22%)
All plans are complete, self-contained, actionable, and feature-focused.
Ready for team review and implementation.
- Added a new security guard NPC with conversation flow for lockpicking attempts.
- Integrated influence system to determine NPC reactions based on player choices.
- Created a new JSON scenario for the security guard's behavior and interactions.
- Refactored lockpicking system to allow NPC interruptions during attempts.
- Developed a test scenario to visualize NPC patrol and line-of-sight detection.
- Added a debug panel for testing line-of-sight visualization in the game.
- Introduced new NPC inventory system allowing NPCs to hold and give items to players.
- Updated ContainerMinigame to support NPC mode, displaying NPC avatars and available items.
- Enhanced chat and conversation systems to sync NPC item states with Ink variables, improving narrative interactions.
- Added event listeners for item changes, ensuring dynamic updates during conversations.
- Implemented new methods in NPCGameBridge for item giving and inventory display, streamlining item interactions.
- Updated various planning documents to include additional details and clarity on the NPC migration process.
- Added new sections to CLIENT_SERVER_SEPARATION_PLAN.md, NPC_MIGRATION_OPTIONS.md, RAILS_ENGINE_MIGRATION_PLAN.md, and README.md to improve overall documentation and ensure comprehensive coverage of migration strategies.
- Ensured all documents reflect the latest architectural decisions and implementation plans for better guidance during the migration process.
- Created a new JSON scenario file for testing NPC sprite functionality.
- Implemented a simple HTTP server with caching headers for development purposes.
- Added an HTML page for testing NPC interactions, including system checks and game controls.
- Introduced a separate HTML page for testing item delivery through person chat interactions.