Spielerando

Check that no open quest is cut off by a later change to the map

After the bridge collapses, the quest that sends you to the village across the river cannot be finished any more, and nobody noticed. Here is how to test every quest against every stage of the world, with the connections that remain.

Why this works

A world that changes in stages is really several different maps, and a quest lives across more than one of them. Checking each map for a road to the target, from every place the player may stand, shows the broken combinations a single look at the finished world hides.

When not to use it

It is not needed in a world that never changes after the start, and it cannot judge paths that depend on skills or items, like a locked gate or a jump. Add those as their own conditions, or test by playing.

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
  • 31 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 "Check that no open quest is cut off by a later change to the map" (read_entry quest-target-cut-off-by-story-event) 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