Hmm. I must be missing something. The chart does not show when you find the lock, but only when you find the key and when you use it on the lock…
so you must rework the chart so that they make explicit when you first see everything?
Hmm. I must be missing something. The chart does not show when you find the lock, but only when you find the key and when you use it on the lock…
so you must rework the chart so that they make explicit when you first see everything?
Ah, sorry. I thought your question was a general question and not related to a specific map.
You are right: You have to draw a node for the lock - or the object that you find “behind” the lock. I.e. if the lock opens a door to a treasure you could draw in the map:
key → lock → treasure
or:
key → treasure
In the first case the map is more detailed but maybe more difficult to read.
I finally had the time to read both the article that you shared and the other post in that website that provides an introduction to the technique that the author used to design and create the charts.
The amount of work needed to carefully study the game and to produce the charts and the articles must have been gigantic. It has been a deeply interesting read for me: I have studied graph theory but it has been revealing for me to see it applied to adventure game design!
Thanks for introducing me to this website.