So what is needed before I do a first release?
- The edit vs use toggle mentioned above.
- Hide the save and load controls - they don't work correctly yet, and I don't want it saving partial records I'd have to deal with.
- Remove the button for dungeon size, since generating out of place nodes that you have to drag is more work for the user than just clicking in the right places.
- Move and rename the load button next to the input box for the URL.
- Add a map to load at start so it doesn't initialize to a blank screen.
- Add a bit of explanatory How To text.
- Set defaults on node shape, size and color that are better for maps.
- Table column widths, since the labels are narrower when just numbers.
- A link to DunMap from DunGen.
- SetBaseMonsters and monsterSourceList need redefinition when no rooms are being initialized at start.
- I'm probably forgetting something....
Shortly after initial release:
- Record the node position in the data object for each node, prep for making save work again. And update at every move.
- Record the current map URL in the data object for the graph. More prep for save and restore.
- Change save and restore to use namespaced LocalStorage objects, probably prefix the dungeon name with DM-, so they can be recognized relative to any other LocalStorage objects available on the page and only actual dungeon listings go into the select box. Show the save/load controls again.
- Add a select menu of map names with stored URLs so you don't have to go hunting all the time.
- Change oddities and hooks to use theme tagging, so that retaining Theme is not useless with room names gone. Also good for DunGen.
- Maybe come up with a toggle to include room names in descriptions? They can be evocative, but will be wrong a lot when tied to a map, so may not be worth including.
- Thinking about save and restore- The canvas sizes are currently based on the window, but they need to be independent and recorded in a save so that at reload the points end up over the same map features.