Spielerando

Notice when the player is stuck in the terrain and free them

In big open worlds players get wedged between a tree and a cliff or sink into the ground after building, and the only way out is quitting. This entry gives the AI a way to tell stuck from standing still or sliding along a wall, so help is offered at the right moment.

Why this works

Being stuck is a mismatch between what the player wants and what happens, so watch both together over a stretch of time. Pushing without moving for a while is the sign; either one alone, standing still or sliding, is ordinary play.

When not to use it

Detecting is the wrong first move if you can prevent the trap, for instance by shaping terrain and builds so there are no pockets, or by letting the player always teleport home. Offer this as a net underneath, not as the plan.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 25 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 "Notice when the player is stuck in the terrain and free them" (read_entry player-pushing-but-not-moving) 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