Drop found notes in an order where each one can be understood
When story fragments lie around the world and the player picks them up in any order, a note that refers to a person nobody has mentioned yet reads like a mistake. Here is how to pick the next piece that makes sense, and find pieces that can never be given out at all.
Why this works
Notes found by chance read well only if each assumes nothing the player has not yet been given. Letting the game choose among notes whose groundwork is already laid keeps the order loose for the player and sensible for the story.
When not to use it
Skip it when every note stands fully on its own, like separate diary days with no link between them. Or when the order is the story, such as a letter series that must be read as written; then number them and drop the choosing.
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
- 24 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 "Drop found notes in an order where each one can be understood" (read_entry scattered-notes-make-sense-in-any-order) 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