Make a character react sensibly when the player arrives out of order
Players in open worlds walk to the late places early, and the person waiting there greets them as if they knew nothing, or as if they knew everything. Here is how to choose the right version of a conversation from what the player really has.
Why this works
Good dialogue answers what the player actually knows, so the most fitting version should win, not the first in the file. A catch-all written early must not hide the careful lines below it, and the odd order of knowing deserves its own line.
When not to use it
Skip it for a short talk with only one or two outcomes, where a plain if-this-then-that is clearer. And do not stack many forbidden facts to catch every oddity; past a few, split the character into separate conversations.
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
- 18 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 "Make a character react sensibly when the player arrives out of order" (read_entry npc-reacts-when-player-skips-ahead) 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