Players can learn a late skill right away by spending points in the wrong place
A skill tree only guides the player if its gates hold. Common mistakes let people skip the early part, or count the very skill they want towards its own requirement. Here is one clear check that says yes or why not.
Why this works
When a skill is greyed out, the player's first question is why. A fixed order of reasons gives one clear answer at a time, so they can fix the first problem, see the next, and never wonder whether the game is broken.
When not to use it
Skip tiers and gates when you want a free, open choice of skills, or the tree is tiny. Locks then only hide options; let the player take anything and use cost alone to keep things balanced.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 37 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 "Players can learn a late skill right away by spending points in the wrong place" (read_entry skill-unlock-rules-tiers-and-ranks) 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