Choose the ending from the items the player carries, with a near miss for the epilogue
Several endings may each be unlocked by a set of objects, and the player can satisfy more than one at once. Which wins? This entry settles that order, lets an item forbid an ending, always has a fallback, and tells the epilogue which ending the player was one object away from.
Why this works
When several endings fit, the most specific one tells the truest story about what the player did, and a plain ending should never hide a special one. Deciding once, at the start of the finale, keeps the result tied to the whole journey and not to last-minute shuffling.
When not to use it
Skip it when the ending should come from a clear, visible choice, such as picking a door, so the player knows what they chose. Hidden carrying rules can feel arbitrary there; let the player decide it openly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 31 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Choose the ending from the items the player carries, with a near miss for the epilogue" (read_entry pick-ending-from-what-you-carry) 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