Dungeon Developer’s Guide J: Ariel, write me a developer's guide for Dungeon as a self-contained HTML document. Ariel: I’ll build this as a standalone .html file with inline CSS, aimed at future developers maintaining Dungeon. I’ll ground it in the project conventions you’ve established so far, including Editor/server-side saves, actor naming, save slots, GE input rules, conditions-driven logic, and asset/data formats. I found a few useful anchors from your project context: Dungeon is one of the GE-supported games, it lives under alpha/official, and it uses Gamepad Enforcer, GE-Ink, GE-Overlay, and GEDU support modules. I’m turning those into a maintenance-oriented guide instead of just a loose feature list. Thought for 3m 50s Done — I created the self-contained HTML guide here: Download the Dungeon Developer’s Guide It covers the runtime/editor model, save slots and publishing, actors, abilities, inventory amounts, conditions.json, GE/GE-Ink integration, rendering/ZIndex, panels/battle input capture, shops/chests/purge/trade, audio, migration notes, and packaging rules. I cross-checked the GE support/module context and your existing workflow notes while drafting it.