Reveal an enemy's name only after the player has really seen it
A boss shows up as a speck behind a window or flickers past a doorway, and the game already fills in its profile page and spoils the twist. Or it stays blank after a long, clear look. Here is how your AI measures a sighting so that glimpses add up slowly and real looks count at once.
Why this works
Recognising someone takes a clear look, not a flicker. Counting only good views, and letting the count fade when the view is lost, means many short glances never add up to a reveal. A long, clear look does it at once, and once known, it stays known.
When not to use it
Skip it when the player should learn the name through the story rather than by looking, such as a villain whose identity is a twist, or when a menu simply lists everything met. Unlock those by a story event instead of by sight.
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
- 25 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 "Reveal an enemy's name only after the player has really seen it" (read_entry enemy-identity-revealed-after-real-sighting) 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