Add puzzle type refactoring plan and update skill template

- Create REFACTOR_PUZZLE_TYPES.md with detailed analysis and implementation plan
- Update adventure-puzzle-analyzer skill template to match target playbook format:
  - Core Mechanic section (≤3 sentences)
  - Exactly 3 examples with consistent format
  - Solution Chain as numbered specific actions
  - Add Key Rules section
- Add refactoring tasks to TODOS.md referencing the plan
This commit is contained in:
2026-03-19 09:43:28 -07:00
parent e9a23c8eb7
commit 0648d82c60
3 changed files with 299 additions and 23 deletions

View File

@@ -58,54 +58,89 @@ For each walkthrough section, note:
## Standard Template
Every puzzle type page should follow this structure (target: ≤400 lines):
```markdown
# [Puzzle Type Name]
**Information Architecture**: How info is conveyed to player
## Core Mechanic
**Player Action Pattern**:
1. Step one
2. Step two
3. Solution
(3 sentences max explaining what this pattern achieves)
**Core Mechanic**: One sentence on underlying logic.
## When to Use
**Variations**: Brief list or table of manifestations
(When designer should consider this puzzle type)
## Solution Chain
1. (Specific player action)
2. (Specific player action)
3. (Specific player action)
## Examples
### [Game Code]: [Puzzle Name]
**Problem**: One sentence on the obstacle.
**Why It's This Type**: Explicit connection to Core Mechanic.
**Solution**:
1. Step...
2. Step...
---
## Game Examples
### [Game Code]: [Puzzle Name]
### [Game]: [Puzzle Name]
(Same format)
**Mechanic**: Brief setup.
---
**Solution Chain**:
1. Action with discovery...
2. Action...
3. Result...
### [Game Code]: [Puzzle Name]
**Why It's This Type**: Explicit connection to core mechanic.
(Same format)
---
## Related Types
| Type | Similarity | Distinction |
|------|------------|-------------|
| [Type A](path.md) | Shared characteristic | Key difference |
| [Type B](path.md) | Shared characteristic | Key difference |
## Index
| Game | Puzzle | Section |
|------|--------|---------|
| MI1 | Swordfight Insults | Examples |
| KQVI | [Puzzle Name] | Inspiration |
```
**Key Rules:**
- Core Mechanic: ≤ 3 sentences
- Exactly 3 examples (not 5, not 10)
- Solution Chain: numbered, specific actions (not "solve puzzle")
- "Why It's This Type": explicit connection to Core Mechanic
- Move extended analysis to game inspiration pages, not type definitions
- Use source codes (MI1, KQVI, QFG3) not full game names
## Guidelines
### DO:
- Focus on MECHANICS, not story details
- Use /README.md as reference for related types when cross-linking
- Keep Core Mechanic to ONE sentence
- Keep Core Mechanic to ≤ 3 sentences
- Use exactly 3 examples with consistent format
- Link extended analysis to game inspiration pages
- Use source codes (MI1, KQVI, QFG3) not full game names
- Distinguish parallel (MFP) vs sequential (Meta-Construction) requirements
### DON'T:
- Document game-specific mechanics that don't generalize
- Create new types without 2+ examples OR one very complex example
- Use vague terms ("clever," "creative") — be mechanical
- Exceed 400 lines per page — move details to inspiration pages
## Quick Pitfalls
@@ -114,6 +149,7 @@ For each walkthrough section, note:
| Pattern Learning vs Observation Replay | Learn SYSTEM (PL) vs memorize SEQUENCE (OR) |
| MFP vs Meta-Construction | Gather in any order? Yes = MFP, No = Meta-Construction |
| Brokerage vs Sensory Exploitation | Trade ITEM for ITEM (IB) vs exploit PERCEPTION weakness (SE) |
| Page length | If >400 lines, move examples to inspiration pages |
## Reference