Find conversations that lead nowhere or trap the player in a loop
A conversation with branches is easy to break: an answer that goes to a line nobody can leave, a block no choice reaches, a circle with no way out. Here is a check you run over the whole conversation before anyone plays it.
Why this works
A conversation is a set of paths, and a player can only be stuck where no path leads on. Looking from the start for what can be reached, and from the endings for what can finish, finds every spot a person would get lost in.
When not to use it
Wrong as the only safeguard when options depend on conditions that change during play, because a path that looks open may be closed at that moment. Add a fallback line for the no-option case, and test with real play.
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
- 37 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 "Find conversations that lead nowhere or trap the player in a loop" (read_entry conversation-graph-dead-ends-and-loops) 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