Dev tools

Authoring + diagnostic pages that ship alongside the game on the same Vite + GitHub Pages deploy. Bookmark this page; it's the entry point for everything that isn't the game itself.

Authoring

Map editor /map-editor.html
Visual editor for level1.ts's placed objects + NPCs. Drag to move, click to select, F flips an object, R cycles an NPC's facing direction. Resize objects with +/-/[/]. Click empty floor to open the sprite palette. Outputs a paste-back tileMeta + tileOverrides + npcPlacements snippet.
Intro editor /intro-editor.html
Beat-by-beat intro cinematic editor. Timeline of every beat, voiceover audio scrubber per text beat, drag-and-drop replacement for cover art, "open game at this beat" deep-link, paste-back TS export.
Level / case-order editor /level-editor.html
Drag-reorder the 32 Cases. Each Case becomes a level once the narrative re-work lands. District color chips, in-game-playable vs catalog-only flags, and the legacy level each Case sat on. Outputs a paste-back CASE_ORDER snippet for src/content/case-order.ts.

Design pickers

Sprite redraw preview /sprite-redraw-preview.html
Click-to-pick gallery of procedurally-drawn 16×16 sprite variants. Each row shows the current sprite (orange border) plus A/B/C alternates rendered on canvas with the same primitives BootScene uses, so what you see is what the game will render. Bottom bar tracks selections live and copies a paste-back summary.
Room redraw preview /room-redraw-preview.html
Click-to-pick gallery of full-room layout variants. Renders each variant as a tiled canvas — walnut walls, brass doors, cream linoleum or asphalt floor, props in their dx/dy positions — matching what the game would build from level1.ts. Used to compare parking-lot, lecture- hall, lobby, etc. layouts side-by-side before committing.

Inspection

Sprite library /sprites.html
Inventory of every NPC and object sprite. Tabs for Chloe / NPCs / Objects. NPC tab grouped by character type (Doctors, Nurses & Techs, Admin, etc.) with active-in-game badges and per-cell remap dropdowns. Object tab has its own category sub-tabs.
Case Prototypes /prototypes.html
One playable HTML per Case — the player-side problem they solve in a single encounter (formerly called a "problem"). 31 Cases shipped across the eligibility, coding, billing, appeals, and release-valve districts (L1–L10), plus the MRF Cartographer + Form Mirror authoring tools. Catalog filters by district and level.

In-game dev panel

Game (with dev panel) /?dev=1
Press ~ (backtick) in any scene to open the dev panel: state inspector, save presets per level (skip into L4 coding-bundle, L8 phone-bank, L10 audit), jump-to-room teleports, jump-to-WR-boss button, chart-pull toggles, copy/paste/clear save. Auto-on in npm run dev; append ?dev=1 on the deployed site if you need it.

Reference docs

Sprite cleanup runbook reference/sprite-cleanup.md
How to take a freshly-generated NPC contact sheet from ChatGPT / LoRA and turn it into the per-cell 64×64 PNGs the game loads. Pipeline overview, the warm-vs-cool chroma trap, parameter cheat-sheet, recipe for re-running a comparison sweep.

URL deep-link: /?introBeat=N jumps the cinematic to beat N (used by the intro editor's "open at this beat" button).

← back to game