Clean up a name a player typed before the story says it aloud
Players type blank names, invisible characters, names that flip the text direction, or a row of tiny pictures. Here is how to turn any input into a name a narrator can say, what to fall back on, and why counting letters the obvious way breaks.
Why this works
Anything a person types can reach the narrator's mouth, and a join must never fail over a name. So the rule is to always end with something sayable, and to make the stand-in belong to the world, so the story keeps its tone even when the input is empty or tricky.
When not to use it
Skip it when names come from a trusted list or a sign-in you already control, or in a game where players are allowed to use any symbols for fun. Heavy cleaning there takes away something people value.
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
- 15 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 "Clean up a name a player typed before the story says it aloud" (read_entry online-name-cleaning-with-in-world-fallback) 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