Fixed missing connections:
- O_RECEIVE_PORRIDGE --> A_MIX_COOKIE (porridge is part of poison)
- O_ITEMS_HIDDEN --> A_WAIT_MANANNAN (hidden items before waiting)
- A_APPROACH_DRAGON --> A_CHURN_BREW (approach dragon before attack)
Remaining 12 dead ends are acceptable - they are ingredients
collected and held until spell brewing (implicit inventory use).
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.
- 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)
- 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
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.
Changes applied:
- 3e: START and END nodes now outside all subgraph groupings
- 3d: area_final renamed to area_1_final with <style> tag for larger font
- Fixed missing internal connections in maze_l2 and rod_styx subgraphs
- Add kings-quest-vi-chart.svg (550KB vector file)
- Update kings-quest-vi-chart-preview.png to high-quality 1200px preview
- Remove obsolete kings-quest-vi-chart-full.png
- Update markdown to link preview PNG to SVG for full vector quality
- SVG remains crisp at any zoom level
- Extract original mermaid code from git history (faa30b9)
- Create kings-quest-vi-chart.mmd with raw mermaid source
- Render preview at 3000px wide (247KB PNG)
- Render full-size at 6000px wide (657KB PNG)
- Add link to raw mermaid source file in markdown
- Also fix: set mermaid startOnLoad: false to prevent duplicate renders
- Created QA report identifying 5+ invalid dependencies:
1. Village Phase: S3-S6 shown as sequential but are parallel paths
2. Five Gnomes: Pearl not gated by gnome solutions
3. Phase 6/7 ordering: Shield from Minotaur Maze required BEFORE archer
4. Minotaur internal: S23/S24 and S20/S21 are parallel, not sequential
- Fixed main chart:
- Village: Show parallel paths converging (S3,S4,S5,S6 → P4)
- Five Gnomes: Pearl (S12) now independent, gnomes gate north path
- Phase 6/7: Restructured to show Must do Minotaur Maze FIRST to get Shield
- Added Phase 6b for return visit with Shield
- Renumbered all subsequent phases
- Updated Key Dependency Chains text
- Add Design Process Notes to 5 puzzle taxonomy overviews
- Create cross-reference-index.md mapping 28 games to puzzle types
- Create quick-start-worksheet.md with design checklist and templates
- Create comprehensive FAQ with 10 common design questions answered
- Table 1: Games → Puzzle Types (28 games catalogued)
- Table 2: Puzzle Type → Games with examples (organized by taxonomy)
- Category summary showing representative games per category
Created category structure:
- criticism/ (5 articles) - Design critiques and anti-patterns
- defense/ (2 articles) - Praise and genre defense
- puzzle-design/ (7 articles) - Puzzle mechanics and methodology
- technical/ (4 articles) - SCUMM and engineering history
- history/ (6 articles) - Genre evolution and decline analysis
- moon-logic/ (5 articles) - Moon logic puzzle psychology
- community/ (2 articles) - Community discussions and analysis
Each category has README.md with summaries and key themes.
Main index.md updated to link to all categories.
Articles downloaded via webfetch from:
- Ron Gilbert (GrumpyGamer)
- FilFre (Jim Chambers)
- Game Developer (gamedeveloper.com)
- Various adventure game design blogs and communities
Includes index.md with descriptions for all saved resources.
5 URLs could not be fetched (rate limits, 403, 404).
- 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