Catch a character who is dead on one path and still talking
When a companion can die in one scene, every later scene that lets them speak is a bug on some path, and you will not meet it unless you play that exact order. This entry walks every combination and gives the path that shows the mistake.
Why this works
Whether someone is dead depends on the road taken, not on the scene alone. Following each road while keeping a list of who has died shows exactly where a dead person would still speak, and prints the path so the writer can fix it.
When not to use it
Wrong to ban the dead from speaking at all, since ghosts, memories, letters and recordings are good stories. Mark such scenes as allowed, and use this check to catch only the careless slips.
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
- 32 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 "Catch a character who is dead on one path and still talking" (read_entry dead-character-speaks-in-a-later-scene) 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