Build a conversation menu that hides used questions but never runs dry
The player asks about the town, the king and the missing sword, one after another, and the menu should shrink. But it must never end up with no choices at all, and it should not let the player walk away before the one thing they must hear. Here is how to get both right.
Why this works
A menu should shrink as topics are used up, yet never trap the player. Always keeping one way out, and only blocking it for things that can still be heard right now, means the conversation cannot lock itself.
When not to use it
Wrong for a free-flowing chat where the player can keep asking the same thing, or for a story that must not force anyone to listen. Make the options repeatable, and let the character hint rather than block the exit.
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 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Build a conversation menu that hides used questions but never runs dry" (read_entry dialogue-hub-once-options-and-leave) 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