Spielerando

When the screen says 90 percent to hit, do players really hit nine times in ten?

Players remember the misses at high odds far better than the hits, so the number on screen has to be right. This entry shows how to check every shown chance against what happened and how to spot a bug at the extremes.

Why this works

A number on screen is a promise, and players remember each broken one. The only way to know whether it is kept is to compare what was shown with what happened, in groups of similar numbers. At the very ends there is no excuse: a sure hit that misses is a fault, not bad luck.

When not to use it

It does not help if the game shows no chances at all, or if players only need a feel for the odds. With few rolls per group, gaps are mostly luck, so wait for more before you touch the code. A matching number also proves nothing about whether the odds feel fair.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 35 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 "When the screen says 90 percent to hit, do players really hit nine times in ten?" (read_entry rpg-shown-hit-chance-calibration) 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