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+#~Gel Lyfe~
+---
+
+##TOP PRIORITIES:
+* **Translate real time to game time**
+* **Decide what it means for a hour to pass in game**
+ * **Also what a day means, besides age**
+* **Communication Success formula**
+ * **Based on Int & Discipline**
+* **Figure out END_GAME**
+ * *What triggers it???*
+
+---
+
+#Moods
+
+##Main Moods
+
+###HAPPY:
+ * Reqiures Happiness 61-100
+ * MainAnimation = happy
+ * Rasies change of int gain when studying?
+ * Long term happy prevent END_GAME?
+
+###NEUTRAL:
+ * Requires Happiness 40-59
+ * MainAnimation = netrual
+ * Smallest of the main mood windows
+ * No real loss or real gain
+
+###ANGRY:
+ * Requires Happiness 0-39
+ * MainAnimation = angry
+ * Will not study
+ * Need another penelty?
+ * Long term anger triggers END_GAME?
+
+##Sub Moods
+
+###HUNGRY:
+ * Requires _isHungry (Fullness<50)
+ * SubMoodBox = "candy"
+ * Every hour _isHungry Happiness -10
+ * Long term hunger triggers END_GAME?
+
+###SLEEPY:
+ * Requires _madeWaste (Sleepiness >= 90)
+ * SubMoodBox = "ZzZz"
+ * Will not study
+
+##Special Moods
+
+###WASTING:
+ * Requires _madeWaste
+ * Untriggers _wasteReady
+ * InteractionsBox = "waste"
+ * Every hour with waste lowers stats
+ * Discipline -10
+ * Happiness -10
+ * Long term waste WILL trigger END_GAME
+
+###SLEEPING
+ * Requires isAsleep
+ * MainAnimation = "sleeping"
+ * Last 6-9 hours
+ * No real way to interact
+
+---
+
+#Modifiers
+
+##Main Modifiers
+
+###Happiness:
+ * Controls main animation
+ * 0-39 = ANGRY
+ * 40-59 = NEUTRAL
+ * 61-100 = HAPPY
+ * Shifts the most out of the main modifiers
+ * Kinda decides the overall health of the gel
+ * Need to make this more of a factor for END_GAME
+
+###Discipline:
+ * First factor in determining how well the slime communicates
+ * Only factor on how much it is willing to study
+ * Hardest stat to raise?
+
+###Intellect:
+ * Second factor in determining how well the slime communicates
+ * Can only be raised by studying and nothing else
+ * Can not be lost (may change with age factor)
+
+
+##Sub Modifiers
+
+###Fullness:
+ * Every hour 10 fullness lost
+ * <=50 = _isHungry
+ * Every hour _isHungry 10 Happiness is lost
+ * _isHungry untriggered when fullness >=75
+
+###Sleepiness:
+ * >=90 = _isTired
+ * Every hour _isTired loses 5 happiness
+ * Every hour adds 5 points
+ * Studying, when is successful, adds 10 points
+ * Resting resets Sleepiness
+ * Resting can last 6-9 hours (random)
+
+###Waste:
+ * Only increases when !_isHungry by random value (10, 20, 25) every hour after eating
+ * Leaves a small window for player to WIPE
+ * Ability to communicate based on Int & Discipline
+---
+
+#Menu Options
+ * Save after every selection
+ * Have to wait for slection to play out before selecting a new one
+
+###INFO:
+ * Displays basic info on the gel
+ * Age (HoursPassed/24)
+ * Happiness (percent)
+ * Discipline (percent)
+ * Current Hour (out of 24);
+ * Many stats are hidden
+ * Fullness
+ * Waste
+ * Sleepiness
+ * Pauses timer when viewing
+
+###FEED:
+ * InteractionBox = food
+ * Fullness +25
+ * Happiness +10;
+ * Discipline -5
+ * Over feeding (Fullness>100) leads to punishment
+
+###STUDY:
+ * InteractionBox = book
+ * Can only be done once per hour
+ * Requires a discipline check
+ * On fail, cant try again till new hour
+ * Int +1
+ * May increase more based on Age & Happiness
+ * Sleepiness +10
+ * Happiness -5
+ * Forces time by one hour
+
+###REST:
+ * Can only be done when _isTired
+ * Puts player in Sleeping Mood
+ * Last 6-9 hours (random, may make discipline be a factor)
+ * Can only view INFO & CONF
+ * Happiness change determined by level
+ * HAPPY = Happiness - 15;
+ * NEUTRAL = Happiness +10
+ * ANGRY = Happiness +10;
+ * Fullness -50;
+ * Sleepiness =0;
+
+###CHEER:
+ * Happiness +10
+ * Discipline -10;
+ * Plays a short Encouraged animation before going back to current mood animation
+
+###SCOLD:
+ * Discipline +10
+ * Happiness -10;
+ * Plays a short Sad/Ashamed animation before going back to current mood animation
+
+###WIPE:
+ * Can only do once per hour
+ * Three outcomes
+ * Early Wipe
+ * Happiness -10
+ * Good Wipe
+ * Discipline +10
+ * Happiness +10
+ * !_wasteReady
+ * Late Wipe
+ * _madeWaste
+ * Discipline -10
+ * Happiness -10
+ * removes waste from InteractionBox
+
+##CONF:
+ * Lets player change basic settings
+ * SE Volume
+ * Brightness?
+ * Pauses timer when viewing
diff --git a/_tmp/GelNotes.html b/_tmp/GelNotes.html
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+
~Gel Lyfe~
+
+TOP PRIORITIES:
+
+- Translate real time to game time
+- Decide what it means for a hour to pass in game
+- Also what a day means, besides age
+
+
+- Communication Success formula
+- Based on Int & Discipline
+
+
+- Figure out END_GAME
+
+
+
+Moods
+Main Moods
+HAPPY:
+* Reqiures Happiness 61-100
+* MainAnimation = happy
+* Rasies change of int gain when studying?
+* Long term happy prevent END_GAME?
+
+NEUTRAL:
+* Requires Happiness 40-59
+* MainAnimation = netrual
+* Smallest of the main mood windows
+* No real loss or real gain
+
+ANGRY:
+* Requires Happiness 0-39
+* MainAnimation = angry
+* Will not study
+ * Need another penelty?
+* Long term anger triggers END_GAME?
+
+Sub Moods
+HUNGRY:
+* Requires _isHungry (Fullness<50)
+* SubMoodBox = "candy"
+* Every hour _isHungry Happiness -10
+* Long term hunger triggers END_GAME?
+
+SLEEPY:
+* Requires _madeWaste (Sleepiness >= 90)
+* SubMoodBox = "ZzZz"
+* Will not study
+
+Special Moods
+WASTING:
+* Requires _madeWaste
+* Untriggers _wasteReady
+* InteractionsBox = "waste"
+* Every hour with waste lowers stats
+ * Discipline -10
+ * Happiness -10
+* Long term waste WILL trigger END_GAME
+
+SLEEPING
+* Requires isAsleep
+* MainAnimation = "sleeping"
+* Last 6-9 hours
+* No real way to interact
+
+
+Modifiers
+Main Modifiers
+Happiness:
+* Controls main animation
+ * 0-39 = ANGRY
+ * 40-59 = NEUTRAL
+ * 61-100 = HAPPY
+* Shifts the most out of the main modifiers
+* Kinda decides the overall health of the gel
+ * Need to make this more of a factor for END_GAME
+
+Discipline:
+* First factor in determining how well the slime communicates
+* Only factor on how much it is willing to study
+* Hardest stat to raise?
+
+Intellect:
+* Second factor in determining how well the slime communicates
+* Can only be raised by studying and nothing else
+* Can not be lost (may change with age factor)
+
+Sub Modifiers
+Fullness:
+* Every hour 10 fullness lost
+* <=50 = _isHungry
+* Every hour _isHungry 10 Happiness is lost
+* _isHungry untriggered when fullness >=75
+
+Sleepiness:
+* >=90 = _isTired
+* Every hour _isTired loses 5 happiness
+* Every hour adds 5 points
+* Studying, when is successful, adds 10 points
+* Resting resets Sleepiness
+* Resting can last 6-9 hours (random)
+
+Waste:
+* Only increases when !_isHungry by random value (10, 20, 25) every hour after eating
+* Leaves a small window for player to WIPE
+* Ability to communicate based on Int & Discipline
+
+
+
+* Save after every selection
+* Have to wait for slection to play out before selecting a new one
+
+INFO:
+* Displays basic info on the gel
+ * Age (HoursPassed/24)
+ * Happiness (percent)
+ * Discipline (percent)
+ * Current Hour (out of 24);
+* Many stats are hidden
+ * Fullness
+ * Waste
+ * Sleepiness
+* Pauses timer when viewing
+
+FEED:
+* InteractionBox = food
+* Fullness +25
+* Happiness +10;
+* Discipline -5
+* Over feeding (Fullness>100) leads to punishment
+
+STUDY:
+* InteractionBox = book
+* Can only be done once per hour
+* Requires a discipline check
+ * On fail, cant try again till new hour
+* Int +1
+ * May increase more based on Age & Happiness
+* Sleepiness +10
+* Happiness -5
+* Forces time by one hour
+
+REST:
+* Can only be done when _isTired
+* Puts player in Sleeping Mood
+ * Last 6-9 hours (random, may make discipline be a factor)
+ * Can only view INFO & CONF
+ * Happiness change determined by level
+ * HAPPY = Happiness - 15;
+ * NEUTRAL = Happiness +10
+ * ANGRY = Happiness +10;
+ * Fullness -50;
+ * Sleepiness =0;
+
+CHEER:
+* Happiness +10
+* Discipline -10;
+* Plays a short Encouraged animation before going back to current mood animation
+
+SCOLD:
+* Discipline +10
+* Happiness -10;
+* Plays a short Sad/Ashamed animation before going back to current mood animation
+
+WIPE:
+* Can only do once per hour
+* Three outcomes
+ * Early Wipe
+ * Happiness -10
+ * Good Wipe
+ * Discipline +10
+ * Happiness +10
+ * !_wasteReady
+ * Late Wipe
+ * _madeWaste
+ * Discipline -10
+ * Happiness -10
+ * removes waste from InteractionBox
+
+CONF:
+* Lets player change basic settings
+ * SE Volume
+ * Brightness?
+* Pauses timer when viewing
+
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