Spielerando

A player lost an hour of progress because the game saved too rarely or at a bad moment

Saving after every step makes the game stutter, saving every few minutes loses work, and saving in the middle of a fight stores a state nobody wants to come back to. Your AI can work out a save schedule from a list of events and show when each save would happen.

Why this works

What matters to a player is that nothing important is older than the last save, not how often saves happen. Saving soon after a change, but at most once in a while and never mid-fight, gives that without the stutter.

When not to use it

A game with permanent death or one that is meant to be played in a single sitting may want one manual save point and no automatic saves at all.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 34 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 "A player lost an hour of progress because the game saved too rarely or at a bad moment" (read_entry rpg-autosave-lost-an-hour) 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