- 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.
- 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
- 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
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).
- 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