Spielerando

Make a dying soldier fall the way the blow came from, with a few different falls

If every defeated unit plays the same fall, a battlefield looks like copies of one actor. If the fall is chosen at random, a man hit from the front falls forwards onto his attacker. This entry decides which fall fits which blow, how to get variety that still repeats exactly in a replay, and when a hit is big enough to throw someone.

Why this works

A body is knocked away from what hits it, so the fall tells the player where the blow came from. Choosing the fall from the side of the attacker keeps cause and effect visible, and picking the variant from the unit's own number gives variety that still repeats exactly in a replay.

When not to use it

Wrong when the death is not caused by a blow from one side: poison, drowning, burning, a collapsing floor or magic. Those need their own endings, such as crumpling on the spot, sinking or a flash of light.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 25 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 "Make a dying soldier fall the way the blow came from, with a few different falls" (read_entry dying-unit-falls-away-from-the-blow-with-variety) 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