- 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
The mermaid-init script was throwing 'Uncaught TypeError: can't access
property addEventListener, document.getElementById(...) is null' because
it tried to attach click handlers to theme toggle buttons (ayu, navy, coal,
light, rust) that may not exist on all pages.
Fixed by:
- Wrapping theme button event listener registration in null checks
- Using DOMContentLoaded fallback when document is still loading
- Keeping mermaid.initialize() call outside the check since it needs to
run early with startOnLoad: true
- Add mermaid-lightbox.js with click-to-expand modal functionality
- Hover shows 'View Full Size' button on mermaid diagrams
- Modal displays full diagram with dark overlay backdrop
- Escape key or click outside closes modal
- CSS fades in expand button on hover for discoverability
- Works with mdbook's mermaid preprocessor
- 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