-Added clouds and world material
-Added world index and level name values to Map struct
-Added Parallax scrolling background
-Put clouds in parallax background
-Added Naming Conventions sheet. Take a look!
-Did some little minor adjustments to code; getting ready for the next big crunch!
-Added HUD Manager
-Ghost can now vanish and go behind stuff (Press B button to activate/deactivate)
--Added a glass tile that ghosts can go behind (Tile #3)
--Added a couple new layers to make this work
-Added Goal
-Small minor adjustments to HUD Manager and Map Generator scripts
-Added rectangle GUI overlay on bottom that shows name of level
-Adjusted character masses
-Ghost can now leave enemies he possessed (Press E key)
-Moved some things around in map generator script
-Added GhostManager class for easy retrieval of ghosts
-Attack phase is now timed
-Split up the Map Generation code. Now it's divided up into three different classes:
--MapLoader handles the loading of the map
--MapGeneration, the original script, now only has the sole purpose of generating the loaded map onto the screen
--MapHelper contains additional helper functions related to the map
-Added another test level
--Adjusted the force of Bomb Guy's bomb jump after doing testing in this level
-Added a very early title screen.
--Only has two buttons at the moment for accessing levels one and two
--Adjusted the map scripts to accommodate for this new change
-Fixed a little issue with ghost slamming down to the ground after leaving an enemy
-Added the ability to change worlds
-Moved world changing method to a new WorldManager script
-If the ghost is shielded, he can't attack!
-Adjusted LeaveEnemy method, and added a bool parameter for disabling ghost on leave
--the parameter is ideally used for the goal post, which separates the ghost from enemy if there's an enemy possessed, and disables the ghost all in one
-Adjusted the world backgrounds and added one of Alex's backgrounds