diff --git a/Assets/Scripts/DataPersistence/DataPersistenceManager.cs b/Assets/Scripts/DataPersistence/DataPersistenceManager.cs
index 0aa0a9906d047065aa1890235befcabf162a21ed..1b0a77dd17559cb3fb0a2239b89bb64a222682ed 100644
--- a/Assets/Scripts/DataPersistence/DataPersistenceManager.cs
+++ b/Assets/Scripts/DataPersistence/DataPersistenceManager.cs
@@ -1,80 +1,80 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using System.Linq;
+//using System.Collections;
+//using System.Collections.Generic;
+//using UnityEngine;
+//using System.Linq;
 
-public class DataPersistenceManager : MonoBehaviour
-{
-    [Header("File Storage Config")]
-    [SerializeField] private string fileName;
+//public class DataPersistenceManager : MonoBehaviour
+//{
+//    [Header("File Storage Config")]
+//    [SerializeField] private string fileName;
 
-    private GameData gameData;
-    private List<IDataPersistence> dataPersistenceObjects;
-    private FileDataHandler dataHandler;
+//    private GameData gameData;
+//    private List<IDataPersistence> dataPersistenceObjects;
+//    private FileDataHandler dataHandler;
 
-    public static DataPersistenceManager instance { get; private set; }
+//    public static DataPersistenceManager instance { get; private set; }
 
-    private void Awake()
-    {
-        if (instance != null)
-        {
-            Debug.LogError("Found more than one Data Persistence Manager in the scene.")
-        };
-        instance = this;
-    }
+//    private void Awake()
+//    {
+//        if (instance != null)
+//        {
+//            Debug.LogError("Found more than one Data Persistence Manager in the scene.");
+//        };
+//        instance = this;
+//    }
 
-    private void Start()
-    {
-        this.dataHandler = new FileDataHandler(Application.persistentDataPath, fileName);
-        this.dataPersistenceObjects = FindAllDataPersistenceObjects();
-        LoadGame();
-    }
+//    private void Start()
+//    {
+//        this.dataHandler = new FileDataHandler(Application.persistentDataPath, fileName);
+//        this.dataPersistenceObjects = FindAllDataPersistenceObjects();
+//        LoadGame();
+//    }
 
-    public void NewGame()
-    {
-        this.gameData = new GameData();
-    }
+//    public void NewGame()
+//    {
+//        this.gameData = new GameData();
+//    }
 
-    public void LoadGame()
-    {
-        // load any saved data from a file using data handler
-        this.gameData = dataHandler.Load();
+//    public void LoadGame()
+//    {
+//        // load any saved data from a file using data handler
+//        this.gameData = dataHandler.Load();
 
-        // if no data can be loaded, initialize to a new game
-        if (this.gameData == null)
-        {
-            Debug.Log("Mo data was found. Initializing data to defaults");
-            NewGame();
-        }
-        // push the loaded data to all other scripts that need it
-        foreach (IDataPersistence dataPersistenceObj in dataPersistenceObjects) 
-        {
-            dataPersistenceObj.LoadData(gameData);
-        }
-        Debug.Log("Loaded game data");
-    }
+//        // if no data can be loaded, initialize to a new game
+//        if (this.gameData == null)
+//        {
+//            Debug.Log("Mo data was found. Initializing data to defaults");
+//            NewGame();
+//        }
+//        // push the loaded data to all other scripts that need it
+//        foreach (IDataPersistence dataPersistenceObj in dataPersistenceObjects) 
+//        {
+//            dataPersistenceObj.LoadData(gameData);
+//        }
+//        Debug.Log("Loaded game data");
+//    }
 
-    public void SaveGame()
-    {
-        // pass the data to other scripts so they can update it
-        foreach (IDataPersistence dataPersistenceObj in dataPersistenceObjects)
-        {
-            dataPersistenceObj.SaveData(ref gameData);
-        }
-        Debug.Log("Saved game data");
+//    public void SaveGame()
+//    {
+//        // pass the data to other scripts so they can update it
+//        foreach (IDataPersistence dataPersistenceObj in dataPersistenceObjects)
+//        {
+//            dataPersistenceObj.SaveData(ref gameData);
+//        }
+//        Debug.Log("Saved game data");
 
-        // save that data to a file using data handler
-        dataHandler.Save(gameData);
-    }
+//        // save that data to a file using data handler
+//        dataHandler.Save(gameData);
+//    }
 
-    private void OnApplicationQuit()
-    {
-        SaveGame();
-    }
+//    private void OnApplicationQuit()
+//    {
+//        SaveGame();
+//    }
 
-    private List<IDataPersistence> FindAllDataPersistenceObjects()
-    {
-        IEnumerable<IDataPersistence> dataPersistenceObjects = FindObjectsOfType<MonoBehaviour>().OfType<IDataPersistence>();
-        return new List<IDataPersistence>(dataPersistenceObjects);
-    }
-}
+//    private List<IDataPersistence> FindAllDataPersistenceObjects()
+//    {
+//        IEnumerable<IDataPersistence> dataPersistenceObjects = FindObjectsOfType<MonoBehaviour>().OfType<IDataPersistence>();
+//        return new List<IDataPersistence>(dataPersistenceObjects);
+//    }
+//}
diff --git a/Assets/Scripts/DataPersistence/FileDataHandler.cs b/Assets/Scripts/DataPersistence/FileDataHandler.cs
index bada6ff06cf8003552c878ae83feb07bc16599ea..6f9f17bff89605f296c434bacb81c2e155e9fa82 100644
--- a/Assets/Scripts/DataPersistence/FileDataHandler.cs
+++ b/Assets/Scripts/DataPersistence/FileDataHandler.cs
@@ -1,73 +1,73 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using System;
-using System.IO;
+//using System.Collections;
+//using System.Collections.Generic;
+//using UnityEngine;
+//using System;
+//using System.IO;
 
-public class FileDataHandler
-{
-    private string dataDirPath = "";
-    private string dataFileName = "";
+//public class FileDataHandler
+//{
+//    private string dataDirPath = "";
+//    private string dataFileName = "";
 
-    public FileDataHandler(string dataDirPath, string dataFileName)
-    {
-        this.dataDirPath = dataDirPath;
-        this.dataFileName = dataFileName;
-    }
+//    public FileDataHandler(string dataDirPath, string dataFileName)
+//    {
+//        this.dataDirPath = dataDirPath;
+//        this.dataFileName = dataFileName;
+//    }
 
-    public GameData Load()
-    {
-        // use Path.combine to account for different OS's having different path separators
-        string fullPath = Path.Combine(dataDirPath, dataFileName);
-        GameData loadedData = null;
-        if (File.Exists(fullPath))
-        {
-            try
-            {
-                // load the serialized data from the file
-                string dataToLoad = "";
-                using (FileStream stream = new FileStream(fullPath, FileMode.Open))
-                {
-                    using (StreamReader reader = new StreamReader(stream))
-                    {
-                        dataToLoad = reader.ReadToEnd();
-                    }
-                }
+//    public GameData Load()
+//    {
+//        // use Path.combine to account for different OS's having different path separators
+//        string fullPath = Path.Combine(dataDirPath, dataFileName);
+//        GameData loadedData = null;
+//        if (File.Exists(fullPath))
+//        {
+//            try
+//            {
+//                // load the serialized data from the file
+//                string dataToLoad = "";
+//                using (FileStream stream = new FileStream(fullPath, FileMode.Open))
+//                {
+//                    using (StreamReader reader = new StreamReader(stream))
+//                    {
+//                        dataToLoad = reader.ReadToEnd();
+//                    }
+//                }
 
-                //deserialize the data from Json back into the C# object
-                loadedData = JsonUtility.FromJson<GameData>(dataToLoad);
-            }
-            catch (Exception e)
-            {
-                Debug.LogError("Error occured when trying to load data to file: " + fullPath + "\n" + e);
-            }
-        }
-    }
+//                //deserialize the data from Json back into the C# object
+//                loadedData = JsonUtility.FromJson<GameData>(dataToLoad);
+//            }
+//            catch (Exception e)
+//            {
+//                Debug.LogError("Error occured when trying to load data to file: " + fullPath + "\n" + e);
+//            }
+//        }
+//    }
 
-    public void Save(GameData data)
-    {
-        // use Path.combine to account for different OS's having different path separators
-        string fullPath = Path.Combine(dataDirPath, dataFileName);
-        try
-        {
-            // create the directory the file will be written to if it doesn't already exist
-            Directory.CreateDirectory(Path.GetDirectoryName(fullPath));
+//    public void Save(GameData data)
+//    {
+//        // use Path.combine to account for different OS's having different path separators
+//        string fullPath = Path.Combine(dataDirPath, dataFileName);
+//        try
+//        {
+//            // create the directory the file will be written to if it doesn't already exist
+//            Directory.CreateDirectory(Path.GetDirectoryName(fullPath));
 
-            //serialize the C# game data object into Json
-            string dataToStore = JsonUtility.ToJson(data, true);
+//            //serialize the C# game data object into Json
+//            string dataToStore = JsonUtility.ToJson(data, true);
 
-            // write the serialized data to the file
-            using (FileStream stream = new FileStream(fullPath, FileMode.Create))
-            {
-                using (StreamWriter writer = new StreamWriter(stream)) 
-                {
-                    writer.Write(dataToStore);
-                }
-            }
-        }
-        catch (Exception e)
-        {
-            Debug.LogError("Error occured when trying to save data to file: " + fullPath + "\n" + e);
-        }
-    }
-}
+//            // write the serialized data to the file
+//            using (FileStream stream = new FileStream(fullPath, FileMode.Create))
+//            {
+//                using (StreamWriter writer = new StreamWriter(stream)) 
+//                {
+//                    writer.Write(dataToStore);
+//                }
+//            }
+//        }
+//        catch (Exception e)
+//        {
+//            Debug.LogError("Error occured when trying to save data to file: " + fullPath + "\n" + e);
+//        }
+//    }
+//}
diff --git a/Assets/Scripts/SaveManager.cs b/Assets/Scripts/SaveManager.cs
index 85bdd4c6338fd6ce9db6798b3092451a32ea7243..5eafba7670eee223e7beb93da9505c011cd58395 100644
--- a/Assets/Scripts/SaveManager.cs
+++ b/Assets/Scripts/SaveManager.cs
@@ -1,73 +1,74 @@
-using System;
-using System.Collections.Generic;
-using System.IO;
-using UnityEngine;
+//using System;
+//using System.Collections.Generic;
+//using System.IO;
+//using UnityEngine;
 
-public class SaveManager : MonoBehaviour
-{
-    private string saveFileName = "savegame.json"; // Change this to your desired filename
 
-    public void SaveGame(SaveData saveData)
-    {
-        try
-        {
-            string jsonData = JsonUtility.ToJson(saveData);
-            File.WriteAllText(Application.persistentDataPath + "/" + saveFileName, jsonData);
-        }
-        catch (Exception e)
-        {
-            Debug.LogError("Error saving game: " + e.Message);
-        }
-    }
+//public class SaveManager : MonoBehaviour
+//{
+//    private string saveFileName = "savegame.json"; // Change this to your desired filename
 
-    public SaveData LoadGame()
-    {
-        if (File.Exists(Application.persistentDataPath + "/" + saveFileName))
-        {
-            string jsonData = File.ReadAllText(Application.persistentDataPath + "/" + saveFileName);
-            return JsonUtility.FromJson<SaveData>(jsonData);
-        }
-        else
-        {
-            return new SaveData(); // Return a default save data if no save file exists
-        }
-    }
-}
+//    public void SaveGame(SaveData saveData)
+//    {
+//        try
+//        {
+//            string jsonData = JsonUtility.ToJson(saveData);
+//            File.WriteAllText(Application.persistentDataPath + "/" + saveFileName, jsonData);
+//        }
+//        catch (Exception e)
+//        {
+//            Debug.LogError("Error saving game: " + e.Message);
+//        }
+//    }
 
-public class SaveSlotManager : MonoBehaviour
-{
-    private SaveManager saveManager;
-    private List<SaveData> saveSlots = new List<SaveData>();
+//    public SaveData LoadGame()
+//    {
+//        if (File.Exists(Application.persistentDataPath + "/" + saveFileName))
+//        {
+//            string jsonData = File.ReadAllText(Application.persistentDataPath + "/" + saveFileName);
+//            return JsonUtility.FromJson<SaveData>(jsonData);
+//        }
+//        else
+//        {
+//            return new SaveData(); // Return a default save data if no save file exists
+//        }
+//    }
+//}
 
-    public int GetNumSaveSlots()
-    {
-        return saveSlots.Count; // Assuming saveSlots holds the save data
-    }
+//public class SaveSlotManager : MonoBehaviour
+//{
+//    private SaveManager saveManager;
+//    private List<SaveData> saveSlots = new List<SaveData>();
 
-    private void Start()
-    {
-        saveManager = GetComponent<SaveManager>();
-        LoadSaveSlots(); // Load save data from existing save files
-    }
+//    public int GetNumSaveSlots()
+//    {
+//        return saveSlots.Count; // Assuming saveSlots holds the save data
+//    }
 
-    public void SaveGameToSlot(int slotIndex, SaveData saveData)
-    {
-        saveSlots[slotIndex] = saveData;
-        SaveSaveSlots(); // Save updated save data to files
-    }
+//    private void Start()
+//    {
+//        saveManager = GetComponent<SaveManager>();
+//        LoadSaveSlots(); // Load save data from existing save files
+//    }
 
-    public SaveData LoadGameFromSlot(int slotIndex)
-    {
-        return saveSlots[slotIndex];
-    }
+//    public void SaveGameToSlot(int slotIndex, SaveData saveData)
+//    {
+//        saveSlots[slotIndex] = saveData;
+//        SaveSaveSlots(); // Save updated save data to files
+//    }
 
-    private void LoadSaveSlots()
-    {
-        // Load save data from multiple save files
-    }
+//    public SaveData LoadGameFromSlot(int slotIndex)
+//    {
+//        return saveSlots[slotIndex];
+//    }
 
-    private void SaveSaveSlots()
-    {
-        // Save updated save data to multiple files
-    }
-}
\ No newline at end of file
+//    private void LoadSaveSlots()
+//    {
+//        // Load save data from multiple save files
+//    }
+
+//    private void SaveSaveSlots()
+//    {
+//        // Save updated save data to multiple files
+//    }
+//}
\ No newline at end of file