Spielerando

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