- Updated IMPLEMENTATION_PLAN.md to reflect new architecture and simplified lifecycle management due to rooms never unloading.
- Added critical prerequisites in Phase -1 for walk animations, player position checks, and phone NPC filtering.
- Revised QUICK_REFERENCE.md and README.md for clarity on implementation status and next steps.
- Introduced QUICK_TAKEAWAYS.md summarizing key changes from the code review.
- Created UPDATE_SUMMARY.md detailing updates applied based on maintainer clarifications.
- Adjusted review README.md to streamline navigation and highlight important documents for developers and stakeholders.
- Added PHASE_MINUS_ONE_ACTION_PLAN.md detailing critical fixes needed before Phase 1 implementation.
- Updated README.md to include new action plan and review status.
- Created README_REVIEWS.md as a navigation guide for review documents.
- Addressed critical issues including walk animations, player position tracking, phone NPC filtering, and environment collisions.
- Established a checklist for testing and verification of fixes.
- Revised estimated timelines for implementation phases.
- Created CHANGES_SUMMARY.md to summarize updates and fixes post-review.
- Added PLAN_REVIEW_AND_RECOMMENDATIONS.md detailing critical issues and recommendations for NPC behavior implementation.
- Fixed critical issues regarding animation creation timing, integration points, and validation for patrol bounds and sprite references.
- Updated implementation plan to include a new Phase 0 for animation prerequisites.
- Clarified NPC collision configuration and ensured roomId is stored in NPC data.
- Enhanced documentation across multiple files to reflect changes and provide troubleshooting guidance.
- Created CHANGES_APPLIED.md to document critical clarifications and updates based on code review findings.
- Established a new review and improvements document (REVIEW_AND_IMPROVEMENTS.md) outlining 9 critical improvements and 12 enhancement opportunities for NPC behavior.
- Updated TECHNICAL_SPEC.md, IMPLEMENTATION_PLAN.md, QUICK_REFERENCE.md, and example_scenario.json with necessary changes regarding roomId tracking, sprite storage, wall collision setup, animation creation timing, and personal space behavior.
- Clarified async import patterns and depth update requirements in the implementation plan.
- Enhanced personal space behavior design to ensure NPCs back away slowly while maintaining eye contact with players.
- Documented all changes and improvements to ensure better integration with existing systems and reduce complexity in NPC behavior implementation.
- Changed trust_level variable to influence in helper-npc.ink and updated related logic.
- Adjusted dialogue and conditions to reflect influence instead of trust.
- Introduced new NPCs: Neye Eve and Gossip Girl, with timed messages for Gossip Girl.
- Updated itemsHeld in various NPCs to include phones with specific interactions.
- 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.
- Added a small delay before restarting conversations after NPC inventory interactions to ensure a smoother user experience.
- Updated the item synchronization logic in PersonChatConversation and PhoneChatConversation to set variables for items not in inventory, improving accuracy in item tracking.
- Enhanced the helper NPC dialogue to provide clearer options for item requests, enriching player engagement.
- Streamlined conversation flow for the Equipment Officer NPC, enhancing player engagement with clearer options for item inquiries.
- Added a new option to show specialist items, improving inventory management.
- Removed redundant trust level increments to simplify interaction logic.
- Updated exit conversation handling for a more polished user experience.
- Introduced a new method in ContainerMinigame to handle returning to conversations after NPC inventory interactions, enhancing user experience.
- Updated minigame exports to include the new return function for better integration.
- Enhanced PersonChatMinigame and PhoneChatMinigame to track current conversation context, improving narrative continuity.
- Added a new sprite asset for character representation in the game.
- 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 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.
- Introduced a Set to keep track of characters that have undergone parallax animation, ensuring that the animation resets only for new speakers.
- Updated the logic to conditionally reset the parallax animation based on whether the speaker has been seen before, improving visual continuity during conversations.
- Updated CSS for the caption area to span the full width of the screen, enhancing visual consistency.
- Introduced a new inner container for caption content to maintain a maximum width, improving layout structure.
- Added parallax animation functionality in PersonChatPortraits for a more dynamic visual experience during conversations.
- Implemented automatic parallax animation reset when the speaker changes, ensuring smooth transitions between dialogues.
- Added support for optional background image paths in PersonChatMinigame, PersonChatPortraits, and PersonChatUI, allowing for more dynamic visual presentations during conversations.
- Updated NPCManager to handle background image paths in timed conversations, improving narrative context.
- Enhanced canvas rendering logic to accommodate background images, ensuring proper scaling and alignment with character sprites.
- Adjusted sprite positioning by shifting it 20% away from the direction the character is facing, improving the visual representation for both NPCs and players.
- Ensured consistent handling of sprite and image centering across the canvas for better overall aesthetics.
- Removed the outdated PersonChatMinigame implementation to streamline the codebase.
- Updated CSS for image handling in the chat minigame to use 'contain' for better aspect ratio maintenance.
- Improved canvas size management in PersonChatPortraits to ensure optimal rendering based on container dimensions, enhancing visual fidelity.
- 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.
- Added functionality to schedule timed conversations in NPCManager, allowing NPCs to automatically initiate dialogues after a specified delay.
- Updated PersonChatMinigame to handle multiple dialogue lines and speakers, improving the display logic for accumulated dialogue.
- Modified scenario JSON and Ink files to include timed conversation configurations for NPCs, enhancing narrative flow.
- Introduced NPCLazyLoader class to handle NPC loading on a per-room basis, optimizing memory usage and performance.
- Updated the create() function to utilize the new lazy loading mechanism for NPCs in the starting room.
- Refactored loadRoom function to support asynchronous NPC loading, ensuring NPCs are registered before room visuals are created.
- Adjusted PersonChatMinigame to load NPCs from the current room context, enhancing NPC management.
- Updated scenarios to reflect the new NPC structure, moving NPC definitions from scenario root to individual rooms.
- Consolidated async function updates for NPC loading in the `create()` function to streamline the process.
- Improved error handling during NPC loading for the starting room, ensuring room creation continues even if NPC loading fails.
- Updated documentation to reflect changes in the implementation checklist for better clarity on migration steps.
- 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.
- Create README.md outlining the entire migration plan, including executive summary, technical details, migration guide, API specification, and testing checklist.
- Introduce START_HERE.md as a quick start guide for implementation, detailing initial steps and phase breakdown.
- Develop VISUAL_GUIDE.md with diagrams and visual references for current vs. target architecture, NPC types, implementation phases, and memory usage comparisons.
refactor(js): Remove unused asset loading in preload function
feat(js): Implement optimal scale calculation for pixel-perfect rendering in person chat portraits
- 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 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.