- Introduced a data-driven global variable system to manage narrative state across NPC interactions.
- Added support for global variables in scenario JSON, allowing for easy extension and management.
- Implemented synchronization of global variables between Ink stories and the game state, ensuring real-time updates across conversations.
- Enhanced state persistence, allowing global variables to survive page reloads and be restored during conversations.
- Created comprehensive documentation and testing guides to facilitate usage and verification of the new system.
- Created a new documentation file detailing usage examples for the NPC item giving system, including immediate and container-based item transfers.
- Updated the ContainerMinigame to support additional NPC context, enhancing the user experience when interacting with NPC inventories.
- Implemented new NPC configurations in the scenario JSON to demonstrate item giving mechanics and container UI features.
- Added an Ink script for the Equipment Officer NPC, showcasing how to present items through the container UI and manage player interactions.
- Introduced a new documentation file detailing the Timed Conversations feature, which allows NPCs to automatically initiate dialogues after a specified delay.
- Included configuration examples and use cases to enhance narrative flow in scenarios.
- Updated NPCManager to support scheduling and triggering of timed conversations, improving interaction dynamics in the game.
- Created a new JSON file for the helper NPC with various dialogue options and interactions.
- Implemented responses for asking about the NPC, unlocking the CEO's office, and providing items.
- Enhanced trust-building mechanics with the NPC, allowing for item exchanges and hints based on player actions.
- Updated existing NPC dialogue to integrate new features and improve player guidance throughout the mission.
- Created SoundManager class for handling audio playback using Phaser's sound system.
- Added methods for preloading, initializing, and playing sounds with volume control.
- Integrated UI sound helpers for easier sound attachment to DOM elements.
- Updated game.js to initialize sound manager and preload sounds.
- Modified interactions.js, unlock-system.js, and panels.js to play appropriate sounds on interactions.
- Created SOUND_SYSTEM_QUICK_REFERENCE.md for documentation on sound system usage.
- Optimized NPCBarkSystem and NPCManager with caching and event listener cleanup.
- Added event emissions for NPC interactions in core game systems:
- Unlock System: door_unlocked, item_unlocked, door_unlock_attempt
- Interactions System: object_interacted
- Inventory System: item_picked_up:*
- Minigame Framework: minigame_completed, minigame_failed
- Created event-triggered reactions for the helper NPC:
- Added knots for lockpick pickup, success, failure, door unlock, and object interaction.
- Implemented state tracking and context-aware responses.
- Updated event mappings in scenario JSON for the helper NPC to respond to various events.
- Fixed global variable references in event emission code to ensure proper event dispatching.
- Added debug logging to verify event emissions and NPC reactions.
- Documented implementation details and testing instructions for new features.