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puzzle-design-kb/todos/TODOS.md

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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 build successfully
    • 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 script
  • scripts/render-mermaid.sh - Mermaid rendering helper
  • src/inspiration/kings-quest-vi-chart.mmd - Chart source
  • src/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_TRAVEL gateway
    • Place after O_RECEIVE_MAGIC_MAP
    • All island destinations route through this node
  • 6b.2: Create UNLOCK_GNOME_ACCESS gateway
    • 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)