January 1st =========== The Hub / NPC Interactions Settings Menu - Any settings should be saved to the save file! - Volume Controls - Play Sound in Background - Key Configuration -Upon pressing a key, check if the key is bound to another option, if so, remove that bind from the list. Up to two keys may be binded per action. -We have to save keybinds to the save file. - Initial Crafting of Gear. - XP Bar January 31st ============ Implement Ursule, Mother of Bears Boss Story proofreading/correcting/storyboarding - Fix Keyboard/Controller Menu Navigation (Need clearly defined rules) - Loading Screen - Title Screen setpieces - Export/Import Save Files Online/Offline - Lock up unimplemented classes. - Add Death screen (Zoom in on fatal blow, slow time down... Display some game over text... Allow retry or return to world map.) A "Debug" version of the game that simply outputs all std::cout to a file as well (debug.log). ERR messages become just output messages in release build and won't crash the game. - Hide mouse cursor during controller play. Reveal it again during mouse play. - Resource Packs - Hold mouse down to increase quantity - Getting hurt has additional effects. mainMenuWindow->SetupKeyboardNavigation( { {game->KEY_BACK,{"","Quit Game Button"}}, {game->KEY_BACK,{"",[](MenuFuncData data){}}}, } ,{ {"New Game Button",{ .up="Quit Game Button", .down="Load Game Button",}}, {"Load Game Button",{ .up="New Game Button", .down="Quit Game Button",}}, }); - Equipment purchase method changes: ok equipment cant be sold currently anyway. So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then. Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu. [12:07 AM]sigonasr2: So the process goes: See current list of gear, first you buy it, then you can choose it again to continuously upgrade it - Health numbers/mana number counters decreasing/incrementing emphasis