Spielerando

Warn when a pick of optional missions makes the final mission impossible

When players may only play a few of many side missions, some combinations quietly leave them without what the last mission demands. Here is how to find every such trap ahead of time, and how to tell the player before the pick that cannot be undone.

Why this works

A free choice is only fair if every route still leads home. Because playing a mission only ever adds to what you hold, you can judge a whole pick without trying every order, and warn before the choice that seals the loss.

When not to use it

Skip the warning when a hard dead end is the point, as in a game about consequences where a wrong pick should hurt and be discovered later. Also skip it when missions can be replayed, since nothing is sealed. Offer a way back instead.

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
  • 42 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 "Warn when a pick of optional missions makes the final mission impossible" (read_entry optional-missions-that-lock-out-the-finale) 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