-flesh out full mythos, i.e.: where is the player, why is the player here, what is the player trying to get, who is here, what do they thin_ of the player's presence (are they happy? is the player an old face to them?)
-decide on dialog trees

YES -should puzzles be sort of secondary to exploration? li_e should most of the game be 				weird fun and interaction, and then the 'off the rails' parts should be puzzles???

all of the npcs should be stuc_ in a cycle of whatever they're doing, focused on it, hav always been focused on it, maybe it has to do w/ the fact that they are always doing 'night activities'

ma_e sprites static class vars instead of globals (?)

so instead of having the exits be a part of the room save, they should be a separate save, e.g., exits.sav w/ a table li_e this:
	{
		room_name = {top = room_name2, bottom = room_name3}
	}
why?? b/c this allows us to visually arrange levels and not have to open every adjacent file (as much as 4!!) and edit them

go for the feeling of the beginning of eternal sunshine w/ joel's narration, maybe a sense of desperation (does this require urgency?? should the game be time-limited li_e majora's mas_? lol)

LEVEL EDITOR

VIEWS: 
	- ROOM VIEW
		- color select, red green or blue
		- right pane should be sorted by folder i.e. "museum", "nature", "food"
		- all pix that don't have an accompanying table entry describing what they are they should go under
		  "unsorted"
	- ASSET EDIT VIEW
		- here we can edit attributes such as class and collision and folder
	- WORLD VIEW
		- this is where we can arrange rooms
		- right pane should have room palette, should be divided into a grid
		- should be able to right-clic_ edit room??

SOOOOO
we are going to reimplement walls and boxes as generic moveable n unmoveable objects
we are going to have a Master Asset File which will be set up like this:
	{
		entityName = {
			propsFile = "path/fo/propsfile.prop"
		}
	}

	or maybe we should just have one Big Prop File in the art directory, assets.prop, which would look like

	{
		entityName = {
			class = "class name" --moveable, unmoveable, npc, switch, player
			sprite = {
				red = "path/to/sprite.png"
			}
			loadSpriteOnBoot = (boolean)
		}
	}

	this should do fine tbh

so then when we boot up the game it should load this table
room save should have entity name only












PUZZLE IDEAS

so dialogue puzzles will be cool and neat
one of them can be two v similar loo_ing npcs completing one another
so one would have, in red "i  o e  o " and the other would have "  l v y u" or w/e