Ok so post game jam era,

I got alot of feedback about having to drop the printed report, then get on the ladder, then pick up the report then go and actually turn in the report.
Wich was a painpoint I was well aware of but couldent adress because of ya know it was a game jam game.

So more or less the first thing i did was add an inventory, but inorder to add an inventory i needed a way for all the data on a interactable object to be stored and retreved when spawning back in.
So my sloution, give the parent class, the interactiable class functions that can be called that can get the data from its main Useable component.
When the player puts an item in their inventory it gets the items scene that it was instanced from, and get whatever data is stored in it and puts it in a dictonary in the player object
and some ui work later the player can pickup and put down stuff from the world and stuff.

Listen I dont know what I was thinking when I Initally setup the inveotory screen to be a grid bout setting it up to just be a standard list think wasent hard and i changed it pretty much instantly.

Another thing that I knew I had to change with the first update post gamejam was the waterBike physics or whatever i called it,
It swerved out to frequently and guess what, all I had to do to fix it was change like One variable on the wheels thing on the godot car node thing.
so yeah kicking my self with the power of a sun for that.

Anyways now that I had the ability to save data to the characters inventory, I used a very simular technique to set up Saveing and loading and stuff, I allready did all the hard work just formating Json files again, wich is my fave thing to do dont get me wrong but it was just alot of that.

And then I also made a proper setting menu lol.
AND THEN APARENTLY IF U SHOVED AN ITEM BELOW THE WATER BEFORE LETTING IT GO WOULD JUST LET IT FALL FOREVER SO I FIXED THAT SWAG STYLE.

And that is pretty much what I remember doing imedeatly after finishing the game jam.