Spielerando

Tell what a character says from what the player types to friends

A player types "brb, dinner" and the innkeeper answers it as if the hero said it. Here is a way to sort chat into what happens in the story and what is just talk between people, who can hear which, and the typing marks that cause false alarms.

Why this works

People use one text box for two purposes, and a guess at which is which will be wrong often enough to break the mood. A clear mark chosen by the writer, checked before any story reaction, makes the intent explicit and keeps characters from answering real-life chatter.

When not to use it

Skip it when the game has a separate chat window for talk between people, or when players only choose from set phrases. Then the split already exists, and a typed mark is one more thing to learn.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 29 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 "Tell what a character says from what the player types to friends" (read_entry online-in-character-versus-out-of-character-chat) 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