Give chapter select a believable starting state for the story so far
A player who jumps to chapter five has made none of the earlier choices, so the story may greet them as a stranger or break. Here is how to see which earlier states really arrive at that chapter and choose defaults from them.
Why this works
A chapter only makes sense given what came before, and you cannot guess that. Looking at every real way into the chapter shows what is usually true and what truly varies, so the starting point matches a story someone could have played.
When not to use it
Skip it when the story is short or the chapters stand alone, so nothing earlier matters. When the number of routes explodes, the count becomes meaningless. Then give each chapter a short list of what it really needs, or let the player confirm key facts.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- A diagram of every state
- 41 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give chapter select a believable starting state for the story so far" (read_entry chapter-select-needs-sensible-starting-flags) 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