From e598a785b43d43e70c8d2dfb482f63872c334146 Mon Sep 17 00:00:00 2001 From: Bryce Date: Thu, 19 Mar 2026 14:00:46 -0700 Subject: [PATCH] Fix symbol-code-translation.md: use proper headers, add Index section - Convert inline bold headers to proper ## headers for Core Mechanic and When to Use - Add Index table to match template - Add Symbol Code Translation and other types to skill best practices --- .../skills/adventure-puzzle-analyzer/SKILL.md | 4 +++ src/puzzles/symbol-code-translation.md | 32 +++++++------------ 2 files changed, 15 insertions(+), 21 deletions(-) diff --git a/.opencode/skills/adventure-puzzle-analyzer/SKILL.md b/.opencode/skills/adventure-puzzle-analyzer/SKILL.md index c3d37a2..d2bfb91 100644 --- a/.opencode/skills/adventure-puzzle-analyzer/SKILL.md +++ b/.opencode/skills/adventure-puzzle-analyzer/SKILL.md @@ -165,6 +165,10 @@ Every puzzle type page should follow this structure (target: ≤400 lines): | **Distraction Physics** | Make the environmental chain logical and observable before player tries it; ensure cause-effect is visible | | **Observation Replay** | Make the observed sequence memorable but not trivially reproducible; add stakes so failure has consequence | | **Timed Consequence** | Create urgency through narrative stakes, not arbitrary deadlines; ensure player can always see the countdown | +| **Symbol Code Translation** | Provide clear visual feedback on EXAMINATION—symbols must be readable; ensure shapes/colors on artifacts match button interfaces exactly; first instance should be a sandbox with no penalty until pattern discovered | +| **Truth Revelation** | Make the hidden information logically deducible from the reveal action; ensure the item or action used has a natural connection to what's being revealed | +| **Cross-Temporal Causality** | Make cause-effect between time periods obvious once observed; ensure player can always trace back what they changed and why it worked | +| **Multi-Character Coordination** | Give each character a distinct role that's immediately clear; ensure simultaneous actions are achievable without tight real-time requirements | **Universal Principles:** - **Information conveyance should match the puzzle's difficulty** — complex puzzles need multiple hints, simple ones need fewer diff --git a/src/puzzles/symbol-code-translation.md b/src/puzzles/symbol-code-translation.md index fbe3f40..bb9a96d 100644 --- a/src/puzzles/symbol-code-translation.md +++ b/src/puzzles/symbol-code-translation.md @@ -1,10 +1,12 @@ # Symbol Code Translation -**Core Mechanic**: Player observes symbolic patterns on artifacts (shapes, colors, glyphs) and translates them to matching interface elements through visual recognition. The translation framework is learned once through examination, then applied identically across multiple instances. Order sensitivity is critical—sequences must be entered exactly as displayed on the source artifact. +## Core Mechanic -**When to Use**: Game contains visual symbol systems (engraved rods, colored tiles, pictogram wheels) where patterns on collectible artifacts must be matched to panel interfaces. First instance serves as implicit tutorial with subsequent applications requiring self-reinforcement. Same mechanical framework applies to 3+ instances across gameplay. +Player observes symbolic patterns on artifacts (shapes, colors, glyphs) and translates them to matching interface elements through visual recognition. The translation framework is learned once through examination, then applied identically across multiple instances. Order sensitivity is critical—sequences must be entered exactly as displayed on the source artifact. ---- +## When to Use + +Game contains visual symbol systems (engraved rods, colored tiles, pictogram wheels) where patterns on collectible artifacts must be matched to panel interfaces. First instance serves as implicit tutorial with subsequent applications requiring self-reinforcement. Same mechanical framework applies to 3+ instances across gameplay. ## Solution Chain @@ -84,22 +86,10 @@ | Multi-Faceted Plan | Both involve collecting scattered artifacts | MFP synthesizes multiple unique requirements; SCT applies ONE framework to multiple instances | | Metaphor-to-Literal Translation | Borgov tomb color spelling uses symbolic representation | MMI interprets abstract language as game mechanics; SCT uses colors as visual pattern stand-ins | ---- +## Index -## Design Considerations - -**Implementation Patterns**: -- **Randomization per playthrough**: Ensures walkthroughs cannot hard-code solutions -- **Consistent visual grammar**: Shapes and colors on artifacts MUST match button interfaces exactly -- **First instance as sandbox**: No penalty for wrong attempts until pattern discovered -- **No backspace mechanic** (optional): Increases difficulty by requiring complete re-entry if one position wrong - -**Best Practices**: -- Provide clear visual feedback on EXAMINATION—symbols must be readable and unambiguous -- First success should produce immediate result (door hums then opens with cutscene) -- Vary OUTPUT TYPE across instances (some doors open, some panels generate information) - -**Common Pitfalls**: -- Players may incorrectly believe symbols require "decryption" rather than direct visual matching -- Order sensitivity should be reinforced by first instance (left-to-right reading direction) -- If randomized, ensure ALL symbol shapes/colors appear on panels—no symbol on artifact that panel cannot display +| Game | Puzzle | Section | +|------|--------|---------| +| The Dig | Purple Engraved Rod → First Nexus Door | Examples | +| QFG4 | Dr. Cranium's Keyhole Slider | Examples | +| TLJ | Crystal Altar Puzzle | Examples |