Work out how many reading orders of your collectible logs make sense
Audio logs, notes and data discs lie around a level and players pick them up in whatever order they stumble on them. One log may talk about a person the player has not met yet. Here is how your AI counts the orders that work and shows how much a small rewrite improves the odds.
Why this works
A found note makes sense if the reader already knows what it takes for granted. Players meet notes in a random order, so what counts is how many orders work, not whether one note is fine alone. One weak note can spoil many orders.
When not to use it
Skip it when the notes are meant as a puzzle that the player pieces together, or when a confusing order is part of the mood. Also too slow for a very large pile of notes: group them into themes first and check each theme.
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
- 24 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Work out how many reading orders of your collectible logs make sense" (read_entry collectible-logs-read-in-any-order) 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