Check that a conversation never shows the player zero choices
Dialogue options that depend on earlier answers, items or skills can all turn off at once, leaving the player with an empty menu and a frozen game. This entry explains how to find every such moment ahead of time.
Why this works
Which answers are on offer depends on the road taken to get there, so one conversation node cannot be judged alone. Walking every combination of place and remembered answers shows exactly where a player could meet an empty menu.
When not to use it
Skip it for short talks with few answers that you can check by hand, or when the game always shows a default reply that never depends on anything. A single always-open way out is the real fix, and then nothing is left to search.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Check that a conversation never shows the player zero choices" (read_entry dialogue-choices-all-hidden-check) 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