A case-progress bar that jumps when the same clue is found on two routes
In an investigation story the player can reach the same fact through a witness, a letter or a lucky guess. If each counts again, the bar hits full long before the case is solved. Here is how to count each truth once, including clues that deepen.
Why this works
Progress in a case should measure what the player now knows, not how many times they were told. Counting each fact once at its deepest level, and not adding up the steps toward it, means the bar can only reach full when the case is truly understood.
When not to use it
Avoid it when progress is made of actions, not knowledge, such as visiting every place or finishing a list of tasks. Then simply count what was done, and use this only for facts that can be reached in several ways.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "A case-progress bar that jumps when the same clue is found on two routes" (read_entry narr-vn-clue-progress-no-double-count) 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