Spielerando

How can I tell from walking paths that a player is lost in the world?

A lost player does not stand still, they walk in circles. This entry shows how to turn a short walk into one number that separates lost from busy exploring, and what to do with players who are simply standing.

Why this works

Someone who knows the way moves roughly straight; someone who is lost goes out and ends up near where they began. Comparing the distance walked with the distance gained turns that into a plain sign, while standing still is a different case.

When not to use it

Wrong in places made for circling, like fights, mazes, caves or towns where people browse: loops are normal there. Use larger windows in such places, and add signs or landmarks where players are truly lost.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 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 "How can I tell from walking paths that a player is lost in the world?" (read_entry rpg-wandering-ratio-lost-player) 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