Let a shout wake nearby allies without waking the whole dungeon
When one goblin spots the hero, its friends should join, but if every alerted goblin shouts too, one sighting empties an entire level onto the player. This entry shows how far the call should travel, who ignores it, and who passes it on.
Why this works
A shout is heard only so far, and a limit on how often it is passed on keeps one mistake from costing the whole level. Rounds make the spread something the player can predict and plan around.
When not to use it
Skip it when the whole place is meant to react, such as a fortress with a loud bell, or when walls and doors should stop the sound. Then use one big alarm or a test for hearing through walls.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 28 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a shout wake nearby allies without waking the whole dungeon" (read_entry alarm-spreads-to-near-allies-only) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP