Keep a bloody battle from burying the player in farewell messages
When twenty units fall in one turn, twenty separate death messages bury the one that mattered, and a unit hit twice may be mourned twice. Here is how to merge duplicate deaths, choose who gets a line, and sum up the rest honestly.
Why this works
Too many sad lines stop being sad. Gathering everything that happened first, then naming only the ones who matter in the order they fell, and counting the rest honestly, keeps the moment readable without hiding the cost.
When not to use it
Cold if the story wants the player to feel each loss, as in a small, personal game about a few characters. Then name everyone. It is also wrong where a death must be told to the player at once because it changes what they can do.
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
- 15 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 "Keep a bloody battle from burying the player in farewell messages" (read_entry simultaneous-deaths-one-short-farewell) 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