Spielerando

Autosave at calm moments, not while the player is about to die

An autosave taken with one heart left and a monster at the door can trap a player in a world they cannot escape. This entry gives the AI a small rule for when to save, when to wait, and when to stop waiting.

Why this works

A save is a place the player will return to, so it should be a place they can live in. Waiting for calm avoids saving a doomed moment, and a firm upper limit on waiting accepts that a slightly tense save beats losing a long stretch of play.

When not to use it

Do not use it where saving is a choice the player is meant to make, such as a game with save points or one that wants every decision to count. There, automatic saving takes the tension away, so let the player decide when to save.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 19 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 "Autosave at calm moments, not while the player is about to die" (read_entry autosave-never-in-danger) 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