Check that a randomly generated world can still reach every story place
When the land is made fresh for every player, the place the story needs can end up on an island with no boat, or the boat can end up on the far side of the mountain it was meant to help cross. Here is how to detect such worlds before the player does.
Why this works
What a player can reach depends on what they have gained on the way. So reachability must be worked out in rounds: see what the start allows, add what it hands over, and look again, until nothing more opens up.
When not to use it
Skip it when the world is built by hand, or when the player can always reach everything by simply walking. And if every tool may be bought or traded for, a checker for deadlocks guards against a trouble that cannot happen.
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
- 35 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 "Check that a randomly generated world can still reach every story place" (read_entry generated-world-hides-the-story-goal) 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