Commit Graph

170 Commits

Author SHA1 Message Date
b98eecbfb9 Add MMD charts for Broken Sword 1, BS2, Gabriel Knight 1, and Grim Fandango 2026-03-25 08:49:29 -07:00
f55dee3ed8 Create dependency chart for Sam & Max Hit the Road 2026-03-25 07:31:58 -07:00
4fbb0db9d0 Create dependency chart and QA for Full Throttle 2026-03-25 07:30:44 -07:00
1e78b19c43 Create QA report for Maniac Mansion 2026-03-25 07:23:01 -07:00
a4edab1bfa Create dependency chart and QA for Day of the Tentacle 2026-03-25 07:22:07 -07:00
ddca9696b8 Create dependency chart and QA for Maniac Mansion 2026-03-25 07:11:18 -07:00
c4ae9d54a2 Create dependency chart and QA for Beneath a Steel Sky 2026-03-24 23:56:06 -07:00
b238cfe53f Create SVG and QA for King's Quest III 2026-03-24 23:51:44 -07:00
ba8f70e16a Create dependency chart and QA for Loom 2026-03-24 23:50:15 -07:00
a4c32cfbad Complete: Monkey Island 1 - MMD chart, SVG generation, and QA dependency analysis 2026-03-24 23:43:21 -07:00
80732bb8f6 Generate Monkey Island 1 chart SVG from mermaid 2026-03-24 23:43:21 -07:00
a7f4498bd0 Add Monkey Island 1: The Secret of Monkey Island game page 2026-03-24 23:43:21 -07:00
83e490072d QA fixes for KQIII dependency graph
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).
2026-03-24 23:43:21 -07:00
a0d9a35672 Add KQIII puzzle dependency chart
- Create kings-quest-iii-chart.mmd with full puzzle dependency graph
- Render to kings-quest-iii-chart.svg
- Add chart reference to kings-quest-iii-to-heir-is-human.md

Chart covers:
- Manannan's House ( Llewdor) - initial gathering, spell lab
- Llewdor Wilderness - ingredient gathering across locations
- Spell casting phase - 6 spells brewed
- Defeat Manannan via cat cookie
- Fly transformation for bandit gold
- Pirate ship escape with timed navigation
- Treasure island digging
- Cave maze with snowman, spider, medusa
- Daventry castle rescue with dragon fight
2026-03-24 23:43:21 -07:00
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
8266d43b67 Fix 4 of 8 dead-end nodes in KQVI chart
Fixed:
- O_RECEIVE_BEASTS_RING -.-> END (consumed in Beauty exchange)
- O_RECEIVE_PEARL --> O_RECEIVE_ROYAL_RING (pearl trades for ring)
- O_RECEIVE_SPIDER_WEB --> O_RECEIVE_LOVE_WORD (web contains LOVE word)
- P_PROBLEM_DARK_CAVE --> A_LIGHT_CAVE (problem leads to solution)

Remaining 4 dead-ends are genuinely terminal (informational items or require missing Sing-Sing system)
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
cb26adf10b Fix KQVI chart: connect Rare Book to Spell Book trade and Peppermint to Genie 2026-03-24 23:43:21 -07:00
eac28e3606 Add UNLOCK gateway nodes for major crossings 2026-03-19 22:43:49 -07:00
ac4006f3dd Regenerate KQVI chart SVG after MMD fixes 2026-03-19 22:36:53 -07:00
0a8891fefa Fix 5 dangling node issues in KQVI chart
- Add A_GIVE_RING_TO_BEAUTY --> O_RECEIVE_BEASTS_RING (item returned by Beauty)
- Add O_NAVIGATE_MAZE --> P_PROBLEM_DARK_L2 (dark maze entrance)
- Add C1 --> A_SEARCH_BOOKSHELF (optional village activity)
- Add P_PROBLEM_CHARON --> A_PAY_CHARON (ferry payment problem)
- Add C4 --> P_PROBLEM_ROSE_HEDGE (archer gate to next obstacle)

Remaining 23 dead-ends are legitimate parallel collectibles that
feed into multi-source problem nodes downstream.
2026-03-19 22:35:50 -07:00
6ab5d80932 Fix: Add missing edges for hole-in-wall tapestry reveal and maze navigation outcome in KQVI chart 2026-03-19 22:29:16 -07:00
15e580078d Fix: Add missing A→O edges in KQVI chart (tea cup, iceberg lettuce, milk/baby's tears, chessboard queens, maze skeleton/coins/path, brick trap, shield, black feather, stinky flower, ember/hair/spoiled egg, magic map to boiling pool) 2026-03-19 22:27:27 -07:00
424bc47a67 Fix: Add missing edges for Styx, Skeleton Key, Scythe, Coal in KQVI chart 2026-03-19 22:11:35 -07:00
f60514b50d Fix undefined reference: O_TRADE_COAL_FOR_EGG → A_TRADE_COAL_FOR_EGG 2026-03-19 22:00:22 -07:00
a38c41acf5 Complete KQVI chart overhaul: SVG rendering, pawn shop simplification, and cleanup
- Add build.sh wrapper script for SVG rendering via mermaid-cli
- Simplify pawn shop: remove trade chain, show items as UNLOCKED directly
- Add documented color palette for repeat areas
- Fix 16 orphaned nodes (input/output connectivity issues)
- Apply bigger subgraph titles (18px for Final Confrontation)
- Ensure only START/END outside subgraph groupings

Build: ./build.sh (not mdbook build)
2026-03-19 21:32:49 -07:00
1686ad756e Fix disconnected/siloed nodes in KQVI chart
Fixed problem nodes without outputs:
- P_PROBLEM_BOILING_POOL --> A_COOL_POOL
- P_PROBLEM_DARK_L2 --> A_LIGHT_TINDERBOX
- P_PROBLEM_STYX --> A_COLLECT_STYX_WATER
- P_PROBLEM_JOLLO_ROOM --> A_GIVE_LAMP_REPLICA

Connected action chains:
- A_GIVE_LAMP_REPLICA --> O_JOLLO_HELPS
- O_RECEIVE_JOLLO_TRUST -.-> P_PROBLEM_JOLLO_ROOM (optional prerequisite)
- A_SHOW_LETTER --> P_PROBLEM_VIZIER
- A_CASSIMA_FIGHTS --> P_PROBLEM_VIZIER

Fixed O_SPELL_READY connection:
- A_COLLECT_COMPONENTS --> O_SPELL_READY
- O_SPELL_READY --> A_CAST_CHARM_SPELL

Remaining 6 orphans are optional/narrative items or redundant definitions.
2026-03-19 21:28:43 -07:00
d6c784c8b2 KQVI chart: Move START/END outside subgraphs, add larger subgraph titles
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
2026-03-19 21:23:08 -07:00
76a3b0a001 Convert KQVI puzzle chart from PNG to SVG for crisp zoom rendering
- 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
2026-03-19 20:46:42 -07:00
9242bc446a Re-render KQVI mermaid chart at higher resolution with source link
- 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
2026-03-19 20:43:29 -07:00
d21555f1d7 Replace embedded mermaid with rendered PNG images
- Render KQVI puzzle dependency chart as PNG (preview + full-size)
- Replace mermaid code block with image embed linking to full version
- Remove broken mermaid-lightbox.js from book.toml and delete file
- Update Chart Configuration section (was Mermaid Configuration)
- Images copied to src/inspiration/ for mdbook build
2026-03-19 20:37:09 -07:00
8a446932de Complete: Fix disconnected action-outcome pairs and missing transitive dependencies in KQVI chart
- Add O_RECEIVE_STINKY_FLOWER --> A_GIVE_STINKY_FLOWER connection
- Add A_READ_BOOK_TO_OYSTER --> O_RECEIVE_PEARL connection
- Add A_PICK_ROTTEN_TOMATO and O_RECEIVE_ROTTEN_TOMATO nodes
- Fix A_GIVE_ROTTEN_TOMATO --> O_RECEIVE_SWAMP_OOZE connection
- Add A_SEARCH_POETRY_SHELF --> O_RECEIVE_LOVE_POEM_IOW connection
- Add O_RECEIVE_DANGLING_PARTICIPLE --> A_TRADE_PARTICIPLE_BOOK connection
- Fix A_GET_DANGLING_PARTICIPLE with prerequisite and outcome
- Add A_TALK_TO_GHOST_MOTHER --> O_RECEIVE_HANKERCHIEF connection
- Add C8 --> A_SEARCH_KNIGHT prerequisite
- Update class definitions for new nodes
- Configure mdbook-mermaid preprocessor properly
- Add future task: Implement Layered Abstraction
2026-03-19 19:59:18 -07:00
e64d2182fe Complete: Rework KQVI puzzle dependency chart with all 8 feedback points 2026-03-19 19:27:34 -07:00
ec4d81ac82 Complete: Configure mdbook mermaid support and create KQVI puzzle inventory 2026-03-19 19:21:41 -07:00
69799a9cb9 Fix KQVI puzzle dependency chart QA issues: remove S17 undefined node, S19/S20 dead ends, add Pearl note 2026-03-19 19:06:10 -07:00
4d7b22f3ff QA analysis of KQVI puzzle dependencies + fixes
- 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
2026-03-19 18:32:15 -07:00
9e11c74065 Complete: Remaining restructure tasks - design notes, cross-reference index, worksheet, FAQ
- 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
2026-03-19 15:38:49 -07:00
743aaf088e Create cross-reference index mapping games to puzzle types
- 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
2026-03-19 15:37:46 -07:00
d926595135 Organize adventure game resources into 7 category subdirectories
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.
2026-03-19 14:37:45 -07:00
9e94e4192a Add 30 adventure game design articles to resources directory
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).
2026-03-19 14:32:54 -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
eafcca6636 Refactor: symbol-code-translation.md 2026-03-19 12:09:19 -07:00
f08ec1d06a Refactor: observation-replay.md 2026-03-19 12:08:08 -07:00
7ee7101c77 Refactor: metaphor-literal.md 2026-03-19 12:08:00 -07:00
9679c4f480 Refactor: surreal-logic-bridge.md 2026-03-19 12:07:11 -07:00
4de8f9b7ba Refactor: escalating-combat-progression.md 2026-03-19 12:07:10 -07:00
7688449cf0 Refactor: robot-programming.md 2026-03-19 12:07:01 -07:00