Spielerando

Walking through a door sends you straight back, or lets you walk during the fade

A new room puts the hero on the doorstep of another door, and the game promptly sends it back. Or the screen fades and the player can still walk into a trap. Both come from one missing idea about when a door may fire. Here is the sequence of phases and what it blocks.

Why this works

Arriving on a door is not the same as choosing to use it. Waiting until the hero has left every door before arming makes only a deliberate step count, and changing the room at the darkest moment hides the cut.

When not to use it

A fade is wrong for rooms that should feel connected, like a house you see into, or for fast games where each blackout breaks the pace. Scroll the camera to the next room or cut instantly there.

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
  • 42 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 "Walking through a door sends you straight back, or lets you walk during the fade" (read_entry rpg-door-transition-no-bounce) 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