Show world codex entries only as far as the player has learned them
A codex that lists the villain's true name the moment the player first hears of him gives away the story. Write each entry in pieces that unlock separately, hide the rest, and find pieces nothing in the game can ever unlock.
Why this works
What the player may read should be worked out from what they have learned, not stored as finished text. Then no save, export or screen can leak a secret, and the same facts let you check before release that nothing is locked behind something the game never gives.
When not to use it
Skip it when the codex is a plain reference that the player should have in full from the start, such as a rulebook, or when the story has no secrets worth guarding. Unlocking then only gets in the reader's way.
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
- 31 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 "Show world codex entries only as far as the player has learned them" (read_entry codex-entries-that-do-not-spoil) 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