Spielerando

Leave footprints in snow that fill in under new snowfall, one per stride

A trail of footprints tells the player who walked here and when. Prints stamped once per frame bunch up when the game is slow and leave gaps when it is fast, and prints that never fade make a snowfall look painted on. Here is how to space them evenly and let the weather slowly erase them.

Why this works

A trail should be laid by distance walked, not by frames drawn, or a fast computer would leave more footprints than a slow one. Carrying the leftover distance forward keeps every step evenly spaced, and falling snow fills each print in over time.

When not to use it

Don't use it when footprints are a clue the player must find later, such as tracking an animal or a culprit. Fading ones would erase the evidence, so keep them until a clear event wipes them.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 45 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 "Leave footprints in snow that fill in under new snowfall, one per stride" (read_entry footprints-that-snow-fills-in) 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