Spielerando

The exit or boss room ends up right behind a wall from the start

A level generator puts the goal as far from the start as it can, and the player finds it a few steps through a door. Here is how to measure far in terms of walking, and how to place several things so they are spread out and not clumped.

Why this works

How far a place feels depends on the walk, not on the line between two points. Measuring every spot by steps from the start finds the real far end, and demanding a gap to everything already placed keeps the items spread out.

When not to use it

Don't push everything to the far end when the level is meant to loop back, when a boss waits right by the start as a surprise, or when a short level makes the longest trip trivial. Place such things by hand to fit the story.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 38 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 "The exit or boss room ends up right behind a wall from the start" (read_entry place-exit-and-boss-far-by-walking) 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