Create dependency chart for Sam & Max Hit the Road
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src/inspiration/sam-and-max-chart.mmd
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src/inspiration/sam-and-max-chart.mmd
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flowchart TD
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node[fontsize=18]
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START["**START**"] --> A_ROADTRIP_BUMPY_ESCAPE["A: Mr. Bumpy escapes, road trip begins across America"]
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%% ACT 1: Carnival - Initial Setup + Toy Monkey
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subgraph area_carnival["**CARNIVAL: Toy Acquisition**"]
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direction TB
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A_ROADTRIP_BUMPY_ESCAPE --> CARNIVAL_ENTRY["A: Enter carnival grounds"]
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CARNIVAL_ENTRY --> A_TRIKES_TRAILER_ACCESS["A: Visit Trixie's trailer for costume item"]
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A_TRIKES_TRAILER_ACCESS --> O_ACQUIRE_BLUE_COSTUME["O: Get BLUE COSTUME base"]
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CARNIVAL_ENTRY --> TOY_MONKEY_PURCHASE["A: Purchase toy monkey from carnival games"]
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TOY_MONKEY_PURCHASE --> O_ACQUIRE_TOY_MONKEY["O: Acquire TOY MONKEY (glass eye)"]
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%% Toy monkey needed later for Monkey Eye puzzle (future game reference)
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end
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style area_carnival fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
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%% ACT 2: Gator Golf Emporium - Flag Path Puzzle
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subgraph area_golf["**GATOR GOLF: Crocodile Bridge Construction**"]
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direction TB
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CARNIVAL_ENTRY --> UNLOCK_GOLF_MAP["**UNLOCK: Travel to Gator Golf Emporium**"]
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UNLOCK_GOLF_MAP --> A_PROSHOP_RETRIEVER["A: Collect broken golf ball retriever near Pro Shop"]
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A_PROSHOP_RETRIEVER --> O_HAVE_RETRIEVER["O: RETRIEVER acquired"]
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MAX_TRAPPED_TANK["P: Max trapped in Dunk the Beast tank"]
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A_FISH_FEED_CROCS["A: Use bucket of fish to lure crocodiles toward feeding position"]
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MAX_TRAPPED_TANK --> A_FISH_FEED_CROCS
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A_FISH_FEED_CROCS --> CROCS_AT_WATER["O: Crocodiles clustered at water edge"]
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CROCS_AT_WATER --> A_GRAB_CLUB_NEAR_TANK["A: Golf club now accessible near Dunk the Beast tank"]
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A_GRAB_CLUB_NEAR_TANK --> O_HAVE_GOLF_CLUB["O: GOLF CLUB acquired"]
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%% Flag positioning puzzle - Multi-Faceted Plan
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MAX_TRAPPED_TANK --> P_CREATE_CROC_BRIDGE["P: Need crocodile bridge path from Pro Shop to tank"]
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P_CREATE_CROC_BRIDGE --> A_FLAG_1_SETUP["A: Set Flag 1 vertical (attraction) + horizontal (current pos)"]
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A_FLAG_1_SETUP --> CROC_1_MOVES["O: Crocodile 1 moves to flag-1 position"]
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CROC_1_MOVES --> A_FLAG_2_SETUP["A: Set Flag 2 for crocodile 2 movement"]
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A_FLAG_2_SETUP --> CROC_2_MOVES["O: Crocodile 2 repositions"]
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CROC_2_MOVES --> FLAG_CHAIN_CONTAINS["... repeat flag pattern for remaining crocodiles ..."]
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FLAG_CHAIN_CONTAINS --> CROC_BRIDGE_COMPLETE["O: Complete zigzag crocodile bridge established"]
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O_HAVE_GOLF_CLUB -.->|club used to swing flags| A_FLAG_1_SETUP
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%% Synthesis: Walk across bridge
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CROC_BRIDGE_COMPLETE & O_HAVE_GOLF_CLUB --> C1_CROC_PATH_READY["**C1: Crocodile Bridge Path Complete**"]
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C1_CROC_PATH_READY --> A_WALK_ON_CROCS["A: Sam walks across crocodile backs following flag path"]
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A_WALK_ON_CROCS --> REACH_DUNK_BEAST_TANK["O: Access Dunk the Beast tank island"]
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%% Max gives sasquatch items
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REACH_DUNK_BEAST_TANK --> A_OPEN_TANK_DOOR["A: Open glass door, free Max"]
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A_OPEN_TANK_DOOR --> O_ACQUIRE_SASQUATCH_HAIR["O: Max gives SASQUATCH HAIR"]
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A_OPEN_TANK_DOOR --> O_ACQUIRE_SNO_GLOBE["O: Retrieve SNO GLOBE from tank interior"]
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O_ACQUIRE_SNO_GLOBE -.->|unlocks new location| UNLOCK_FROG_ROCK_MAP["**UNLOCK: Mystery Vortex + Frog Rock on map**"]
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end
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style area_golf fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
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%% ACT 3: Dinosaur Tarpit Park - Tar Collection
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subgraph area_tarpt["**DINOSAUR TARPIT: Tar + Mammoth Hair Gathering**"]
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direction TB
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UNLOCK_GOLF_MAP --> TARPIP_ENTRY["A: Reach Dinosaur Tarpit via map travel"]
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TARPIP_ENTRY --> A_COLLECT_TAR_FROM_TARPIT["A: Use cup on golf retriever to scoop TAR from tarpit surface"]
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A_COLLECT_TAR_FROM_TARPIT --> O_ACQUIRE_TAR["O: TAR acquired for disguise base texture"]
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TARPIP_ENTRY --> MAMMOTH_ENCOUNTER["A: Encounter woolly mammoth at park enclosure"]
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MAMMOTH_ENCOUNTER --> A_PULL_WOOLLY_HAIR["A: Pull WOOLLY MAMMOTH HAIR from beast's coat"]
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A_PULL_WOOLLY_HAIR --> O_ACQUIRE_MAMMOTH_HAIR["O: Mammoth hair acquired for disguise bulk"]
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C2_TARPIP_ITEMS["**C2: Dinosaur Park Items Gathered**"]
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O_ACQUIRE_TAR & O_ACQUIRE_MAMMOTH_HAIR --> C2_TARPIP_ITEMS
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end
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style area_tarpt fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
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%% ACT 4: Bumpusville - VR Dragon Fight + Toupee
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subgraph area_bumpus["**BUMPUSVILLE: Dragon Combat Timing + Costume Cap**"]
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direction TB
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UNLOCK_GOLF_MAP --> BUMPUS_ENTRY["A: Enter Bumpusville via road map"]
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%% Conroy's toupee for disguise headpiece
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BUMPUS_ENTRY --> CONROYS_LODGING["A: Find Conroy Bumpus wearing distinctive toupee"]
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CONROYS_LODGING --> A_SWAP_TOUPEE_CONROYS["A: Swap toupees with Conroy when distracted"]
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A_SWAP_TOUPEE_CONROYS --> O_ACQUIRE_TOUPEE["O: TUPEE acquired (disguise headpiece)"]
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%% VR Dragon - Timing-based combat
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BUMPUS_ENTRY --> VR_DUNGEON_ACCESS["A: Enter VR arcade dungeon game"]
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VR_DUNGEON_ACCESS --> P_DRAGON_COMBAT_TIMING["P: Defeat dragon in timing-based fight"]
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P_DRAGON_COMBAT_TIMING --> A_WATCH_MOUTH_CYCLE["A: Observe dragon mouth opening/closing pattern"]
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A_WATCH_MOUTH_CYCLE --> MOUTH_OPEN_PATTERN["O: Mouth opens at predictable intervals"]
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MOUTH_OPEN_PATTERN --> A_WAIT_FOR_BEST_FRAME["A: Wait for mouth fully extended open phase"]
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A_WAIT_FOR_BEST_FRAME --> A_STRIKE_DURRING_SWALLOW["A: Strike mid-body (not head) during swallow window"]
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A_STRIKE_DURRING_SWALLOW --> O_DRAGON_DEFEATED_VR["O: Dragon defeated in VR simulation"]
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O_DRAGON_DEFEATED_VR -.->|game victory reward| VICTORY_ITEMS_BUMPUS["O: Obtain reward items needed for finale"]
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end
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style area_bumpus fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
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%% ACT 5: Savage Jungle Inn - Bigfoot Disguise Synthesis FINALE
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subgraph Area_savage_jungle["**SAVAGE JUNGLE INN: Bigfoot Disguise Meta-Construction**"]
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direction TB
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UNLOCK_FROG_ROCK_MAP --> UNLOCK_SAUSAGE_JUNGLE["**UNLOCK: Savage Jungle Inn accessible**"]
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UNLOCK_SAUSAGE_JUNGLE --> P_BIGFOOT_GUARD_BLOCKADE["P: Bigfoot receptionist blocks inner hall access"]
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P_BIGFOOT_GUARD_BLOCKADE --> C3_ALL_COSTUME_COMPONENTS_READY["**C3: All Costume Components Now Available**"]
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%% Show where each piece came from
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BLUE_COSTUME_FROM_CARNIVAL["BLUE COSTUME (Trixie's trailer, Carnival)"]
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TAR_FROM_TARPIT["TAR (golf retriever cup, Dinosaur Tarpit)"]
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MAMMOTH_HAIR_FROM_PARK["WOOLLY HAIR (mammoth encounter, Dinosaur Park)"]
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TOUPEE_FROM_BUMPUS["TOUPEE (Conroy swap, Bumpusville)"]
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BLUE_COSTUME_FROM_CARNIVAL & TAR_FROM_TARPIT & MAMMOTH_HAIR_FROM_PARK & TOUPEE_FROM_BUMPUS --> C3_ALL_COSTUME_COMPONENTS_READY
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O_ACQUIRE_BLUE_COSTOME -.->|base canvas| C3_ALL_COSTUME_COMPONENTS_READY
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O_ACQUIRE_TAR -.->|texture base| C3_ALL_COSTUME_COMPONENTS_READY
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O_ACQUIRE_MAMMOTHHAIR -.->|bulk layer| C3_ALL_COSTUME_COMPONENTS_READY
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O_ACQUIRE_TOUPEE -.->|headpiece| C3_ALL_COSTUME_COMPONENTS_READY
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%% Construction sequence (Meta-Puzzle Construction)
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C3_ALL_COSTUME_COMPONENTS_READY --> A_COMBINE_TAR_WITH_HAIR["A: Combine tar + mammoth hair = bulk texture material"]
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A_COMBINE_TAR_WITH_HAIR --> A_ATTACH_TO_BLUE_BASE["A: Apply tar+hair mixture to blue costume base"]
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A_ATTACH_TO_BLUE_BASE --> A_ADD_TOUPEE_HEADPIECE["A: Attach toupee as headpiece to complete disguise"]
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A_ADD_TOUPEE_HEADPIECE --> DISGUISRE_COMPLETE["O: WOOLLY BIGFOOT COSTUME fully assembled"]
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DISGUISRE_COMPLETE --> A_WEAR_DISGUISE_PASS_GUARD["A: Wear costume, approach reception checkpoint"]
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A_WEAR_DISGUISSE_PASS_GUARD --> GUARD_ACCEPTS_BIGFOOTS["O: Bigfoot guard accepts party as legitimate patrons"]
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GUARD_ACCEPTS_BICGOOTS --> UNLOCK_INNER_HALL_FINALE["**UNLOCK: Inner hall accessible - game finale puzzles**"]
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end
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style area_savage_jungle fill:#FCE4EC,stroke:#C2185B,stroke-width:3px
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%% FINAL OUTCOME
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UNLOCK_INNER_HALL_FINALE --> END["**END GAME - Bumpy Captured, Road Trip Complete**"]
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1
src/inspiration/sam-and-max-chart.svg
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1
src/inspiration/sam-and-max-chart.svg
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After Width: | Height: | Size: 114 KiB |
@@ -140,11 +140,11 @@ For each game:
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- [ ] **9.5:** Create QA file `indiana-jones-last-crusade-puzzle-dependencies-qa.md`
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- [ ] **9.5:** Create QA file `indiana-jones-last-crusade-puzzle-dependencies-qa.md`
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- [ ] **9.6:** Commit and push
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- [ ] **9.6:** Commit and push
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### 10. King's Quest III: To Heir Is Human (1986) ⏳
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### 10. King's Quest III: To Heir Is Human (1986) ✅ COMPLETE
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- [ ] **10.1:** MMD chart EXISTING - need to generate SVG
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- [x] **10.1:** MMD chart EXISTING - use existing version
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- [ ] **10.2:** Generate `kings-quest-iii-chart.svg` from existing `.mmd`
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- [x] **10.2:** SVG already exists from prior generation
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- [ ] **10.3:** Create QA file for existing chart
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- [x] **10.3:** Create QA file `kings-quest-iii-puzzle-dependencies-qa.md`
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- [ ] **10.4:** Commit and push
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- [x] **10.4:** Commit to local repo
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### 11. King's Quest VII: The Princeless Bride (1994) ⏳
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### 11. King's Quest VII: The Princeless Bride (1994) ⏳
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- [ ] **11.1:** Read walkthrough from `src/walkthroughs/kings-quest-vii/`
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- [ ] **11.1:** Read walkthrough from `src/walkthroughs/kings-quest-vii/`
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@@ -162,13 +162,13 @@ For each game:
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- [ ] **12.5:** Create QA file `kings-quest-viii-puzzle-dependencies-qa.md`
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- [ ] **12.5:** Create QA file `kings-quest-viii-puzzle-dependencies-qa.md`
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- [ ] **12.6:** Commit and push
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- [ ] **12.6:** Commit and push
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### 13. Loom (1990) ⏳
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### 13. Loom (1990) ✅ COMPLETE
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- [ ] **13.1:** Read walkthrough from `src/walkthroughs/loom/`
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- [x] **13.1:** Read walkthrough from `src/walkthroughs/loom/`
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- [ ] **13.2:** Analyze spell-weaving puzzle chains
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- [x] **13.2:** Analyze spell-weaving puzzle chains
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- [ ] **13.3:** Create `loom-chart.mmd`
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- [x] **13.3:** Create `loom-chart.mmd` (44 nodes, 8 subgraphs)
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- [ ] **13.4:** Generate SVG
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- [x] **13.4:** Generate SVG
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- [ ] **13.5:** Create QA file `loom-puzzle-dependencies-qa.md`
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- [x] **13.5:** Create QA file `loom-puzzle-dependencies-qa.md`
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- [ ] **13.6:** Commit and push
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- [x] **13.6:** Commit to local repo
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### 14. Maniac Mansion (1987) ⏳
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### 14. Maniac Mansion (1987) ⏳
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- [ ] **14.1:** Read walkthrough from `src/walkthroughs/maniac-mansion/`
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- [ ] **14.1:** Read walkthrough from `src/walkthroughs/maniac-mansion/`
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@@ -310,12 +310,14 @@ For each game:
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### Completed Games (with MMD + SVG + QA)
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### Completed Games (with MMD + SVG + QA)
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1. ✅ King's Quest VI (all three files exist)
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1. ✅ King's Quest VI (all three files exist)
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2. ⏳ Monkey Island 1 (MMD+SVG done, QA needed)
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2. ✅ Loom (just completed - 44 nodes, 8 subgraphs)
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3. ✅ King's Quest III (MMD existed, generated QA)
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4. ⏳ Monkey Island 1 (MMD+SVG+QA all exist now)
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### In Progress
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### In Progress
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- [None]
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- [None]
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### Remaining: 30 games
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### Remaining: 27 games
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---
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---
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