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puzzle-design-kb/todos/TODOS.md

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TODO List for Puzzle Design Handbook Restructure

Strategic Overview

Transform the handbook from a simple taxonomy + examples structure into a comprehensive design methodology guide following Option 5 + Part VI FAQ pattern.

Current: 4 sections (Introduction, Core Principles, Inspiration, Puzzle Taxonomy, Documentation Guidelines) Target: 6 Parts (Foundations, Design Process, Puzzle Taxonomy, Inspiration, Reference, FAQ)


Part I: Foundations

1. Rewrite Introduction

  • Rewrite introduction.md (MODIFY: src/introduction.md)
    • Move personal anecdote material to "Why Adventure Games" chapter
    • Restructure as professional handbook introduction
    • Add roadmap of entire handbook structure
    • Rewrite LLM note to reflect new purpose
    • Maintain the voodoo doll vs. cat-on-ledge tension as opening hook
    • Source material: Current introduction.md, adventure-puzzle-design-stanislav-costiuc.md (Inception Principle)
    • Delegation suggestion: Can be handled by general agent with writing skill

2. Create "Why Adventure Games" Chapter (NEW)

  • Create why-adventure-games.md (CREATE: src/why-adventure-games.md)
    • Synthesize Gilbert's 12 rules into founding principles
    • Connect to modern design thinking
    • Establish why adventure game puzzle design is a distinct discipline
    • Source material: why-adventure-games-suck-ron-gilbert.md (Gilbert's 12 rules)
    • Delegation suggestion: Can be handled by general agent with writing skill

3. Expand Core Principles

  • Rewrite core-principles.md (MODIFY: src/core-principles.md)
    • Expand from 4 principles to 8+ principles
    • Add new principles:
      • Fairness (from 14 Deadly Sins, Gilbert's rules)
      • Player Psychology (from Costiuc's Inception Principle)
      • Internal Logic (from Costiuc)
      • Progressive Disclosure
      • Synthesis Over Collection
      • Failure as Feedback
      • Limited Actions, Unlimited Combinations
      • Information as Puzzle Element
    • Source material: core-principles.md, 14-deadly-sins-graphic-adventure-design-filfre.md, adventure-puzzle-design-stanislav-costiuc.md, puzzle-game-design-principles-template.md
    • Delegation suggestion: Can be handled by general agent with writing skill

Part II: Design Process (NEW - Entirely New Content)

4. Create Puzzle Dependency Charts Chapter

  • Create design-process/puzzle-dependency-charts.md (CREATE: src/design-process/puzzle-dependency-charts.md)
    • Explain Keys & Locks method
    • Bushy branching vs. linear design
    • Working backwards from solution
    • Balancing difficulty (break keys into pieces, branch for alternatives)
    • Source material: lucasarts-puzzle-dependency-charts.md
    • Delegation suggestion: New chapter creation, general agent

5. Create Working Backwards Chapter

  • Create design-process/working-backwards.md (CREATE: src/design-process/working-backwards.md)
    • Design from solution to setup
    • Backwards puzzle anti-pattern (Gilbert's rule)
    • Ensuring logical flow
    • Source material: why-adventure-games-suck-ron-gilbert.md (Backwards Puzzles section)
    • Delegation suggestion: New chapter creation, general agent

6. Create Bushy Branching & Parallel Puzzles Chapter

  • Create design-process/bushy-branching.md (CREATE: src/design-process/bushy-branching.md)
    • Multiple simultaneous puzzles
    • Player agency through choice
    • Avoiding the cage syndrome
    • Source material: why-adventure-games-suck-ron-gilbert.md (Give the player options section), lucasarts-puzzle-dependency-charts.md (Make it bushy)
    • Delegation suggestion: New chapter creation, general agent

7. Create Internal Logic & Fairness Chapter

  • Create design-process/internal-logic-fairness.md (CREATE: src/design-process/internal-logic-fairness.md)
    • Internal consistency
    • External vs. internal logic
    • Fairness as design principle
    • Source material: adventure-puzzle-design-stanislav-costiuc.md (Importance of Internal Logic), 14-deadly-sins-graphic-adventure-design-filfre.md (Sin #1: illogic), why-adventure-games-suck-ron-gilbert.md (Arbitrary puzzles)
    • Delegation suggestion: New chapter creation, general agent

8. Create Player Psychology: Inception vs. Extraction Chapter

  • Create design-process/player-psychology.md (CREATE: src/design-process/player-psychology.md)
    • Costiuc's Inception Principle
    • Extraction anti-pattern (guessing what designer thinks)
    • Player trust and suspension of disbelief
    • Source material: adventure-puzzle-design-stanislav-costiuc.md (Inception Principle section)
    • Delegation suggestion: New chapter creation, general agent

9. Create Playtesting Methodology Chapter

  • Create design-process/playtesting-methodology.md (CREATE: src/design-process/playtesting-methodology.md)
    • Why playtesting is critical for adventure games
    • Types of testing (internal, external, focus groups)
    • Common issues found through testing
    • Iterating based on feedback
    • Source material: 14-deadly-sins-graphic-adventure-design-filfre.md (Sin #14: Not soliciting player feedback), adventure-puzzle-design-stanislav-costiuc.md (What I Miss section - alternative solutions)
    • Delegation suggestion: New chapter creation, general agent

10. Create Failure Modes (14 Sins) Chapter

  • Create design-process/failure-modes.md (CREATE: src/design-process/failure-modes.md)
    • Convert 14 Deadly Sins into anti-patterns/chapter
    • Each sin with explanation and examples
    • How to recognize and avoid each
    • Source material: 14-deadly-sins-graphic-adventure-design-filfre.md (all 14 sins)
    • Delegation suggestion: New chapter creation, general agent

11. Create Hint System Design Chapter

  • Create design-process/hint-system-design.md (CREATE: src/design-process/hint-system-design.md)
    • When to use hints
    • Types of hint systems
    • Progressive hinting
    • In-game vs. external hints
    • Source material: 14-deadly-sins-graphic-adventure-design-filfre.md (Sin #14), general adventure game design knowledge
    • Delegation suggestion: New chapter creation, general agent

Part III: Puzzle Taxonomy (Add Design Notes)

12. Add Design Notes to Category Overviews

  • Modify information-discovery-overview.md (MODIFY: src/puzzles/information-discovery-overview.md)

    • Add process notes explaining how to use these puzzle types in design
    • Link to design-process/puzzle-dependency-charts.md for dependency patterns
    • Source material: Self-synthesized from puzzle taxonomy knowledge
  • Modify cognitive-transfer-overview.md (MODIFY: src/puzzles/cognitive-transfer-overview.md)

    • Add process notes on teaching patterns to players
    • Link to design-process/player-psychology.md for inception vs. extraction
  • Modify spatial-temporal-coordination-overview.md (MODIFY: src/puzzles/spatial-temporal-coordination-overview.md)

    • Add process notes on timing and coordination design
    • Link to design-process/working-backwards.md
  • Modify npc-interaction-overview.md (MODIFY: src/puzzles/npc-interaction-overview.md)

    • Add process notes on NPC as systems
    • Link to design-process/internal-logic-fairness.md
  • Modify systems-and-logic-overview.md (MODIFY: src/puzzles/systems-and-logic-overview.md)

    • Add process notes on logical consistency
  • Modify non-standard-domains-overview.md (MODIFY: src/puzzles/non-standard-domains-overview.md)

    • Add process notes on surreal logic boundaries

13. Cross-Reference Taxonomy to Design Process

  • Update all puzzle type files (MODIFY: src/puzzles/*.md - 27 files)
    • Add "Related Design Process" section linking to relevant Part II chapters
    • Ensure consistent cross-referencing format
    • Delegation suggestion: Batch process by category, parallelizable

Part IV: Inspiration (Add Cross-References)

14. Add Cross-References to Part II Principles

  • Modify all inspiration/*.md files (MODIFY: src/inspiration/*.md - 26 files)
    • Add "Design Principles Illustrated" section
    • Link to relevant Part II chapters (e.g., puzzle-dependency-charts.md, failure-modes.md)
    • Add back-reference to relevant puzzle types in Part III
    • Delegation suggestion: Batch process, parallelizable by game era/developer

15. Create Cross-Reference Index

  • Create inspiration/cross-reference-index.md (CREATE: src/inspiration/cross-reference-index.md)
    • Matrix of games to design principles
    • Quick lookup table
    • Delegation suggestion: General agent, depends on task 14

Part V: Reference (Expand Existing Docs)

16. Expand Common Pitfalls

  • Rewrite common-pitfalls.md (MODIFY: src/docs/common-pitfalls.md)
    • Expand with all 14 Deadly Sins as anti-patterns
    • Add detailed explanations and examples
    • Include "How to Fix" guidance for each
    • Source material: 14-deadly-sins-graphic-adventure-design-filfre.md, existing common-pitfalls.md
    • Delegation suggestion: General agent with writing skill

17. Expand Validation Checklist

  • Rewrite validation-checklist.md (MODIFY: src/docs/validation-checklist.md)
    • Expand to cover all new sections
    • Add Part II Design Process checklist items
    • Add FAQ section structure validation
    • Delegation suggestion: General agent

18. Create Quick-Start Design Worksheet (NEW)

  • Create docs/quick-start-worksheet.md (CREATE: src/docs/quick-start-worksheet.md)
    • One-page design worksheet template
    • Key questions for each design phase
    • Puzzle dependency chart template
    • Checklist format
    • Source material: lucasarts-puzzle-dependency-charts.md, puzzle-game-design-principles-template.md
    • Delegation suggestion: General agent

Part VI: FAQ (NEW)

19. Create FAQ Structure and Core Entries

  • Create docs/faq.md (CREATE: src/docs/faq.md)
    • Create actionable Q&A format
    • Minimum 10 common design problems with solutions
    • Link to playbook patterns where applicable
    • FAQ Topics to include:
      • "My puzzle feels like a fetch quest" → Add synthesis requirements
      • "Players are stuck with no feedback" → Use failure-as-information
      • "Puzzle seems too easy" → Break into parallel sub-puzzles
      • "Players miss critical item" → Add incremental reward/hints
      • "Multiple solutions conflicting" → Design alternative paths
      • "Moon logic accusations" → Add logical consistency
      • "Player feels caged" → Implement bushy branching
      • "Timing puzzles frustrating" → Use Hollywood time
      • "NPC puzzles too similar" → Add class-specific variations
      • "Endgame feels anticlimactic" → Ensure puzzles advance story
    • Source material: Self-synthesized from all resources
    • Delegation suggestion: General agent with writing skill

Implementation Order & Dependencies

Phase 1: Foundation (Must come first)

  1. Rewrite Introduction (task 1)
  2. Create "Why Adventure Games" (task 2) - depends on 1
  3. Expand Core Principles (task 3) - depends on 1, 2

Phase 2: Design Process (Can parallelize after Phase 1)

  1. Create puzzle-dependency-charts.md (task 4)
  2. Create working-backwards.md (task 5)
  3. Create bushy-branching.md (task 6)
  4. Create internal-logic-fairness.md (task 7)
  5. Create player-psychology.md (task 8)
  6. Create playtesting-methodology.md (task 9)
  7. Create failure-modes.md (task 10)
  8. Create hint-system-design.md (task 11)

Note: Tasks 4-11 can be parallelized (different agents) since they don't depend on each other

Phase 3: Taxonomy Enhancement (Depends on Phase 2)

  1. Add design notes to overviews (task 12) - depends on Phase 2
  2. Cross-reference puzzle types (task 13) - depends on 12

Phase 4: Inspiration Cross-References (Depends on Phase 2)

  1. Add cross-references to games (task 14) - depends on Phase 2
  2. Create cross-reference index (task 15) - depends on 14

Phase 5: Reference Expansion (Can parallelize with Phase 3-4)

  1. Expand Common Pitfalls (task 16)
  2. Expand Validation Checklist (task 17)
  3. Create Quick-Start Worksheet (task 18)

Note: Tasks 16-18 can parallelize with Phase 3-4

Phase 6: FAQ Creation (Final)

  1. Create FAQ structure (task 19) - depends on all previous

File Operations Summary

CREATE Operations (13 new files)

File Task
src/why-adventure-games.md 2
src/design-process/puzzle-dependency-charts.md 4
src/design-process/working-backwards.md 5
src/design-process/bushy-branching.md 6
src/design-process/internal-logic-fairness.md 7
src/design-process/player-psychology.md 8
src/design-process/playtesting-methodology.md 9
src/design-process/failure-modes.md 10
src/design-process/hint-system-design.md 11
src/inspiration/cross-reference-index.md 15
src/docs/quick-start-worksheet.md 18
src/docs/faq.md 19

MODIFY Operations (40+ files)

File Task
src/introduction.md 1
src/core-principles.md 3
src/puzzles/information-discovery-overview.md 12
src/puzzles/cognitive-transfer-overview.md 12
src/puzzles/spatial-temporal-coordination-overview.md 12
src/puzzles/npc-interaction-overview.md 12
src/puzzles/systems-and-logic-overview.md 12
src/puzzles/non-standard-domains-overview.md 12
src/puzzles/*.md (27 files) 13
src/inspiration/*.md (26 files) 14
src/docs/common-pitfalls.md 16
src/docs/validation-checklist.md 17

Directory Structure to Create

src/design-process/
  puzzle-dependency-charts.md
  working-backwards.md
  bushy-branching.md
  internal-logic-fairness.md
  player-psychology.md
  playtesting-methodology.md
  failure-modes.md
  hint-system-design.md

Delegation Strategy

Agent 1 (Writing Intensive)

  • Tasks 1, 2, 3 (Foundations)
  • Can run sequentially after understanding the project

Agent 2 (Design Process - Parallel Set 1)

  • Tasks 4, 5, 6 (3 new chapters)
  • Independent parallel work

Agent 3 (Design Process - Parallel Set 2)

  • Tasks 7, 8, 9 (3 new chapters)
  • Independent parallel work

Agent 4 (Design Process - Parallel Set 3)

  • Tasks 10, 11 (2 new chapters)
  • Independent parallel work

Agent 5 (Taxonomy & Inspiration)

  • Tasks 12, 13, 14, 15 (cross-referencing)
  • Should start after Design Process chapters exist

Agent 6 (Reference & FAQ)

  • Tasks 16, 17, 18, 19 (Reference docs + FAQ)
  • Final phase, can run after seeing full structure

King's Quest VI Puzzle Dependency Chart Project

20. Acquire King's Quest VI Walkthroughs

  • Download 3 high-quality KQVI walkthroughs
    • Source from web archives, GameFAQs, or authoritative fan sites
    • Verify walkthroughs cover the full game
    • Save to src/walkthroughs/kings-quest-vi/
    • Delegation: Use downloading-game-walkthroughs skill

21. Create Puzzle Dependency Chart

  • Create mermaid chart for KQVI puzzles
    • Cross-reference 3 walkthroughs
    • Node type: Problem (puzzle/obstacle)
    • Node type: Solution (item/action that resolves)
    • Show true dependencies (not just sequential ordering)
    • Save to src/inspiration/kings-quest-vi-puzzle-dependencies.md
    • Delegation: General agent with writing skill

22. Quality Assurance - Dependency Verification

  • QA check all puzzle dependencies
    • Verify each dependency is a real logical dependency
    • Going to a location ≠ unlocking it
    • Getting item B before item A ≠ B depends on A
    • Cross-reference with web if puzzle logic unclear
    • Delegation: General agent for QA analysis

23. Layout Verification

  • Ensure logical flow with START to END
    • Chart must have clear start node
    • All nodes must connect (no orphans)
    • Final puzzle(s) must lead to END
    • Logical progression from easy to hard
    • Delegation: QA agent

Commit Points

After each major phase completion:

  1. Phase 1 complete: "Complete: Part I Foundations (Introduction, Why Adventure Games, Core Principles)"
  2. Phase 2 complete: "Complete: Part II Design Process (8 new chapters)"
  3. Phase 3 complete: "Complete: Part III Taxonomy design notes"
  4. Phase 4 complete: "Complete: Part IV Inspiration cross-references"
  5. Phase 5 complete: "Complete: Part V Reference expansion"
  6. Phase 6 complete: "Complete: Part VI FAQ creation"

KQVI Project Commit Points

  1. KQVI walkthroughs acquired: "Complete: Acquire 3 KQVI walkthroughs"
  2. KQVI dependency chart created: "Complete: KQVI puzzle dependency chart"
  3. KQVI QA verified: "Complete: KQVI dependency chart QA verification"
  4. KQVI layout verified: "Complete: KQVI dependency chart layout verification"

Validation Before Completion

  • All 13 new files created and populated
  • All 40+ existing files modified appropriately
  • SUMMARY.md updated to reflect new 6-part structure
  • Cross-references are functional (links work)
  • Word counts reasonable per section (target: <1000 words per page)
  • No broken links or missing references
  • Build passes (mdbook build)

KQVI Project Validation

  • 3 KQVI walkthroughs acquired and saved
  • Mermaid chart created with Problem/Solution nodes
  • Each dependency verified as true logical dependency
  • Chart has START and END nodes
  • All nodes connected with no orphans
  • Chart saved to src/inspiration/kings-quest-vi-puzzle-dependencies.md
  • INSPIRED entries in SUMMARY.md updated