Spielerando

Make the enemy's death taunt fit how the player actually died

The villain mocks the player for falling into spikes after the player was shot, and repeats the same insult three deaths in a row. Taunts feel written for you only when they fit the cause. Here is how your AI picks the most specific taunt available, falls back sensibly and avoids repeats.

Why this works

A taunt feels personal when it fits what really happened, and stale when it repeats. Ordering the lines from the most specific cause to the most general lets you use the best one first, and a short memory of recent lines keeps the villain fresh without ever being silent.

When not to use it

Skip it when deaths are rare and serious, such as a story about loss, where a joke would jar. Also pointless in a game with very few lines, where the same one will repeat anyway. Write fewer, better lines or end with a calm screen.

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
  • 22 lines of example code with 6 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make the enemy's death taunt fit how the player actually died" (read_entry death-taunt-matches-how-you-died) 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