Hints that recharge only while the player is really playing, not while away
A hint that returns on a timer is refilled by leaving the game open overnight, and one that counts only wall time punishes players who think. Here is how to measure real attention, what counts as idle, and why a full store should not bank progress.
Why this works
A hint is worth something only while the player is stuck and trying. Counting time the player is actually engaged ties the reward to effort, so leaving the game open or walking away cannot buy help that was meant to be earned.
When not to use it
Skip it when hints cost nothing to the story, such as in a relaxed game for young children. There, waiting for a charge only frustrates; give hints freely, or let the player ask a character who gently nudges them.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 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 "Hints that recharge only while the player is really playing, not while away" (read_entry narr-hint-charge-active-play-time) 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