Pick the closing slides of a story from the player's style, not raw counts
A closing montage that reflects what the player did is a lovely finish, but a player with five hundred kills and one with fifty should both be called fighters, and a slide must always appear even for someone who barely did anything. Here is how to choose and order the slides.
Why this works
An ending that sums up a player should reflect their style, not their hours. Using each action's share of everything done lets a short player and a long one get the same fair portrait, and a closing is always shown.
When not to use it
Skip it when the ending should depend on one big choice, not a pattern; a summary of habits then dilutes the weight of that choice. Or in a game with so few actions that a share means nothing, write a single epilogue.
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
- 19 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 "Pick the closing slides of a story from the player's style, not raw counts" (read_entry epilogue-from-how-the-player-played) 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