Plot without holes
Learning paths through this topic
Decide what a timed dialogue choice picks when the player hesitates
A hostage shouts a question and the player has a few seconds to answer while bullets fly. The timer runs while the pause menu is open, picks an answer the player never leaned toward, or ignores a button press that came a hair too late. Here is how your AI makes the outcome fair and predictable.
Check that every player has seen enough hints before the twist
A twist feels cheap if some players meet it with no warning at all, and obvious if others had every hint. This entry counts the fewest and the most warnings that any route delivers, so you can tune the setup instead of guessing.
Settle which story trigger runs when two fire in the same moment
The player steps through a doorway while picking up the key, and two scenes start at once, talk over each other or leave the game in a state neither expected. Here is how your AI orders simultaneous triggers, lets later ones see what earlier ones changed, and drops those that no longer apply.
Find the choices after which an ending is lost for good
Some choices close doors that cannot be reopened, and a player who loves a particular ending deserves a warning before the choice, not after. Here is how to list every choice that cuts off endings, and which endings it cuts off.
Open the story door even when one enemy fell off the map or hides
The gate to the next story scene opens when the last enemy of the wave is dead, but one of them fell through the floor, one is stuck behind a crate, and the player wanders around for ten minutes. Here is how your AI tracks the wave so the hunt gets a hint first and the gate opens on its own later.