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