Congrats! You too did put some hours on that chart. It may answer some questions about a 'linear' walkthrough
If I may : when there is just one event (the first one top chart for example), why not skip all the intermediate boxes and just put a straight arrow from the first box to the last one. It might be clearer and less... frightening?
It felt like time well spent, but it's nice that it's appreciated.
What I had the most trouble with in the first chapter, was going back and forth across the alphabetized list of events, to try an figure out what I need to do to get to the next event of my own preference (camp Susan all the way
), so I figured if I can get it into a flow chart, I'd at least have an easier time with that. However, once I mapped out the dependencies, it was a nuisance trying to disentangle them. So I mapped out the chains, and broke them down by layer, to match the longest chain (the deal 1, sun tzu 1-3, sweet dreams 1, power play 1, fitness 2, in plain sight 1), with each layer only having arrows to the next layer, and this made that disentanglement process easier (still have a few cases where lines have to cross).
I thought of joining multi-layered events into a single block at either the first layer or the last, but then either the lines coming in or those coming out felt forced... so I thought of joining them into long blocks, spanning the layers, but I couldn't decide what to do with "the deal 1", which is required for layer 2's "sun tzu 1" and for layer 4's "the deal 2"... but I guess I can try to do a long blocks version, if there's demand for it
And now the crowd will ask for the same on Chapter 1 & 3
Gladly. I'll take that a request, and try to get a chart done for Chapter 1 in the next few days. I usually wait until a logical unit is done before playing... is there a point in working on something like this for Chapter 3, before it's done? I mean, what's the likelihood of a future release creating a dependency that requires rearranging the chart significantly?!
I may not have artistic abilities to create assets, the creativity to create a plot, the energy to learn another language to develop a game, or the funds to support any of those - but I'm happy to give back to the community in the ways that I can.