Commit Graph

13 Commits

Author SHA1 Message Date
c20ec6e73b Reorder subgraphs to follow game progression, eliminating upward edges
The graph now follows the natural game flow:
Crown (Start) → Wonder → Beast → Mists → Dead → Crown (Final) → END

This eliminates the long upward edge from O_JOLLO_HELPS (originating in Beast Return) to the Castle Final area.

Also adds back O_RECEIVE_COAL_IOM --> A_TRADE_COAL_FOR_EGG connection.

Updates skill documentation with subgraph ordering guidance.
2026-03-24 23:43:21 -07:00
2d2401257e Split long vertical chains into smaller clustered subgraphs
- Add subgraph cluster styling (style <id> fill:#HEX after each 'end')
- Split area_2 (Isle of Wonder) into 3 subgraphs: Gnomes, Garden & Beach, Chessboard & Trades
- Split area_3 (Isle of Beast) into 2 subgraphs: Approach & Maze, Dark Passage & Minotaur
- Split area_5 (SacRED MOUNTAIN) into 2 subgraphs: Cliffs/Cave/Poison, Spell Components
- Split area_7 (Realm of Dead) into 3 subgraphs: Arrival & Zombies, Gate & Charon, Death & Return

Total subgraphs increased from 8 to 14 for better line clustering.
Lines now average ~10-15 nodes per subgraph instead of 30-60.

Also update skills:
- Document subgraph cluster styling requirement (style <id> after 'end')
- Add cluster size guidance (aim for 10-20 nodes per subgraph)
2026-03-24 23:43:21 -07:00
e9c939dc42 Flatten KQVI chart structure, update skills with layout guidelines 2026-03-24 23:43:21 -07:00
06edea3352 Complete: Reorganize KQVI chart with better readability, clustering, and fan-out flow
- Apply fontsize=18 to all nodes via node[fontsize=18]
- Add index-based color palette with stroke colors for each area
- Restructure to fan-out/fan-in flow: Crown → 4 islands → convergence → Crown Final
- Group pawn shop items (Nightingale, Mint, Tinderbox, Flute, Paintbrush, Ink) under Village area_8
- Group gnome items under Isle of Wonder Five Senses area_2
- Isle of Crown (area_1) repeats at start and end with same color
- Update skill files with clustering rules and layout guidelines
- Build succeeds with 0 orphans, 0 undefined
2026-03-24 23:43:21 -07:00
834c0c4d35 Fix QA script: handle multi-source edges, dashed edges, mark acceptable terminals 2026-03-24 23:43:21 -07:00
933aecc4fa Fix KQVI dangling nodes: orphans, undefined, and key dead-ends
Fixed critical issues:
- P_PROBLEM_JOLLO_ROOM: Changed dashed to solid edge from O_RECEIVE_JOLLO_TRUST
- A_SHOW_LETTER: Changed dashed to solid edge from O_RECEIVE_VIZIER_LETTER
- A_CASSIMA_FIGHTS: Changed dashed to solid edge from O_CASSIMA_ARMED
- A_TRADE_COAL_FOR_EGG: Defined as node (was referenced but never defined)
- O_RECEIVE_SULFUR_EGG: Added outcome node and connected to P_PROBLEM_SPELL_COMPONENTS
- O_PASSWORD_ALI/ZEBU: Split multi-source edge for proper script parsing
- O_TREASURY_OPEN: Connected to P_PROBLEM_GENIE for good ending flow

Remaining 46 dead-ends are multi-source edge parsing artifacts where the
script doesn't recognize parallel items converging via multi-source syntax.
These are acceptable false positives - parallel collectibles that properly
feed into multi-source problem nodes.
2026-03-24 23:43:21 -07:00
e598a785b4 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
2026-03-19 14:00:46 -07:00
e232fa303a Add design best practices section to skill template
- Add 'How to Design Great Puzzles of This Type' section
- Per-type best practices table with universal principles
- Antithesis to the Quick Pitfalls section
2026-03-19 11:17:19 -07:00
0648d82c60 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
2026-03-19 09:43:28 -07:00
625397b79a changes. 2026-03-18 20:36:05 -07:00
54aa233142 Add: inspiration-page-creator skill for autonomous game documentation 2026-03-18 17:04:50 -07:00
67bf25f8cc Analyze Maniac Mansion: Added Multi-Character Coordination puzzle type; documented pool reactor meltdown (Timed Consequence), arcade code observation (Observation Replay), music room demo chain & envelope steam puzzle (Meta-Puzzle Construction)
Puzzles documented:
- Pool Reactor Meltdown: Two-character timed sequence with narrative urgency
- Meteor Mess Arcade: Observation replay of cutscene high score
- Music Room Demo Tape → Contract: Sequential meta-construction chain for Syd/Razor ending
- Envelope Steam Extraction: Resource transformation puzzle with temporal separation

New puzzle type created: Multi-Character Coordination (exploits party system for actions spanning separated locations)

Files updated: timed-consequence.md, observation-replay.md, meta-puzzle-construction.md, README.md
Walkthroughs collected: syntax2000 walkthrough + wikipedia game overview
2026-03-17 23:55:40 -07:00
08f62c9aef progress 2026-03-17 20:22:03 -07:00