Spielerando

The map of what the player has explored makes the save huge

Remembering for every square whether the player has been there is a lot of yes and no. Written out plainly it fills the save with repeats. Here is a way to store it in a handful of numbers, and a check that refuses a damaged map instead of showing a wrong one.

Why this works

Real maps are made of big, even stretches, and writing every cell repeats the same answer thousands of times. Saying how long each stretch lasts keeps all the information in a tiny space. A count that does not add up shows damage at once.

When not to use it

Do not pack a map that is small or that is explored in noisy, scattered dots, such as a fog that clears one cell at a time with no pattern. There the runs are as long as the plain list, and you gain nothing but complexity.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 36 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 "The map of what the player has explored makes the save huge" (read_entry rpg-explored-map-run-lengths) 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