Find conversations that lead nowhere, trap the player, or can never be reached
In a talkative adventure, one mistyped reply target can leave a character stuck mid-sentence, and a loop of replies can keep the player in a conversation for good. This entry shows how to scan all conversations at once and name each kind of fault.
Why this works
Reading dialogue line by line cannot show what only the whole web of replies shows. Following the links from the start finds lines nobody can reach, and working backwards from the endings finds places the player can enter but never leave, which no amount of reading would reveal.
When not to use it
Skip it for a short, straight conversation with no real choices, where you can simply read it. Also skip it for talk that is made up on the fly, since there is no fixed web to check. Then test by playing it through.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 41 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 "Find conversations that lead nowhere, trap the player, or can never be reached" (read_entry dialogue-graph-dead-ends-and-traps) 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