Suggest a travel route that keeps away from zones too strong for the player
A guide character should not lead a beginner through the dragon pass just because it is shorter. Here is how to weigh the danger of each place against the player's strength, choose the shortest route that stays within it, and say honestly when every road is too hard.
Why this works
A trip is as hard as its worst moment, not as its total. Capping the most dangerous place the player must pass, then taking the shortest way within that cap, matches what they feel, and an honest answer is still given when every way is hard.
When not to use it
Skip it when risk is part of the fun and the player should choose boldly, as in a game about brave shortcuts. Then show the danger of each way and let them decide; a guide that always plays it safe takes the choice away.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 38 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Suggest a travel route that keeps away from zones too strong for the player" (read_entry route-that-avoids-zones-too-strong-for-you) 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