5.9 KiB
5.9 KiB
KQVI Chart Overhaul - TODO List
Overview
Complete overhaul of the King's Quest VI puzzle dependency chart based on comprehensive feedback. Multiple parallel workstreams.
1. SVG Rendering Automation ✅
- 1a: Research mdbook-mermaid or mermaid-cli integration
- Determined best approach: build.sh wrapper script with mermaid-cli
- 1b: Update book.toml with build configuration
- Created build.sh and scripts/render-mermaid.sh
- 1c: Create build script if needed
- Script converts kings-quest-vi-chart.mmd → kings-quest-vi-chart.svg
- 1d: Test render pipeline
mdbook build(run ./build.sh) generates SVG correctly
2. Remove Pawn Shop Trade Mechanics ✅
- 2a: Analyze current pawn shop representation
- Identified trade chain: Nightingale → Flute → Tinderbox → Paintbrush
- 2b: Simplify to unlock representation
- Removed sequential trade nodes (A_TRADE_WITH_BROKER_N, etc.)
- All 6 items now connect directly from A_TALK_TO_PAWN_BROKER
- Removed dashed lines for trades
- 2c: Update markdown documentation
- Simplified "Locked Choice Mechanic" section
3. Cleanup Pass ✅ (Partially Complete)
3a. Unlock Strategy for Jumbled Lines ⚠️
- 3a.1: Identify crossing patterns
- Consequence nodes (C1-C10) already serve as gateway abstractions
- 3a.2: Create UNLOCK gateway nodes - Not fully implemented
- Would require significant restructuring
- 3a.3: Route connections through gateway nodes - Deferred
3b. Fan-Out Layout Organization ⚠️
- 3b.1: Restructure top-to-bottom flow
- Basic flow maintained: START → Crown → Islands → End
- 3b.2: Parallel island layout - Not fully implemented
- Islands still follow sequential progression in some areas
- 3b.3: Verify natural reading order - Needs verification
3c. Repeat Areas with Color Coding ✅
- 3c.1: Implement fixed index-based color palette
Palette (index-based): 0: #FFFFFF (white - default/ungrouped) 1: #E3F2FD (light blue - Isle of Crown) 2: #FFF3E0 (light orange - Isle of Wonder) 3: #F3E5F5 (light purple - Isle of Beast) 4: #E8F5E9 (light green - Isle of Mists) 5: #FFF8E1 (light amber - Sacred Mountain) 6: #FCE4EC (light pink - Druid Island) 7: #E0F7FA (light cyan - Realm of Dead) 8: #F5F5F5 (light grey - Village) - 3c.2: Allow same area to appear multiple times
- Palette documented for future use
- 3c.3: Document palette in chart header
- Added as comments in .mmd file (lines 19-30)
3d. Bigger Area Titles ✅
- 3d.1: Increase subgraph header font size
- Added styling to Final Confrontation subgraph: font-size: 18px
3e. Only START and END Outside Groupings ✅
- 3e.1: Audit all nodes
- Only START and END are outside subgraphs
- 3e.2: Move orphans into appropriate groupings
4. Fix Disconnected/Siloed Nodes ✅ (CRITICAL)
- 4a: Systematically audit every node
- Found and fixed 16 orphaned nodes
- 4b: Research walkthroughs for connection verification
- Verified connections against KQVI walkthroughs
- 4c: Fix all orphaned nodes
- Fixed: P_PROBLEM_BOILING_POOL, P_PROBLEM_DARK_L2, P_PROBLEM_STYX, P_PROBLEM_JOLLO_ROOM, A_GIVE_LAMP_REPLICA, O_RECEIVE_JOLLO_TRUST, A_SHOW_LETTER, A_CASSIMA_FIGHTS, O_SPELL_READY
- 6 acceptable orphans remain (optional/narrative items)
5. Final Integration & Verification ✅
- 5a: Run
mdbook buildsuccessfully- Build completes without errors
- 5b: Visual inspection of chart
- Layout is functional with proper groupings
- 5c: Commit all changes
Summary
Completed:
- SVG rendering automation via build.sh wrapper
- Pawn shop trade mechanics simplified
- Color palette documented for repeat areas
- Bigger subgraph titles applied
- START/END only non-grouped nodes
- 16 orphaned nodes fixed
Known Limitations:
- Full fan-out parallel island layout not implemented (would require significant restructuring)
- UNLOCK gateway nodes not created (consequence nodes C1-C10 serve similar purpose)
- Some areas still follow sequential rather than parallel progression
Files Modified:
build.sh- New build wrapper scriptscripts/render-mermaid.sh- Mermaid rendering helpersrc/inspiration/kings-quest-vi-chart.mmd- Chart sourcesrc/inspiration/kings-quest-vi-heir-today-gone-tomorrow.md- Documentation
Build Command: ./build.sh (not mdbook build)
6. Gateway Process for Major Unlocks ⏳
6a: Analyze crossing patterns (5+ lines)
- 6a.1: Count outgoing lines from Magic Map
- Magic Map → enables Isle of Wonder, Isle of Beast, Isle of Mists, Sacred Mountain (4+ destinations)
- 6a.2: Count outgoing lines from trade items to gnome puzzles
- Nightingale, Mint, Rabbit Foot, Ink → all feed into Five Senses Gnomes
- 6a.3: Document other 5+ crossing points
6b: Create UNLOCK gateway nodes
- 6b.1: Create
UNLOCK_ISLAND_TRAVELgateway- Place after O_RECEIVE_MAGIC_MAP
- All island destinations route through this node
- 6b.2: Create
UNLOCK_GNOME_ACCESSgateway- Place where trade items converge for gnome puzzles
- 6b.3: Route connections through gateway nodes
6c: Build dangling node detection script
- 6c.1: Create
scripts/check-dangling-nodes.sh- Parse .mmd mermaid file
- Extract all nodes
- Identify nodes with no incoming edges (except START)
- Identify nodes with no outgoing edges (except END)
- Identify nodes referenced but never defined
- Output formatted report
- 6c.2: Test script on current mermaid file
6d: Fix disconnected nodes
- 6d.1: Run detection script
- 6d.2: Research walkthroughs for each issue
- 6d.3: Add appropriate edges
- 6d.4: Re-run and repeat until zero issues
Build Command
./build.sh (not mdbook build)