Fast-forward races through lines the player has never read
Skipping known text saves time, but it must stop at the right places: new lines, choices, and lines whose wording you changed since the last visit. This entry decides where to stop and gives every line a name that survives edits to the script.
Why this works
Whether a line was seen is a fact about the line itself, not about where it sits. Naming each line by what it says keeps that memory right when the writer adds or moves lines, and an edited line correctly counts as new.
When not to use it
If a story is full of small edits and fixed typos, every correction will make the line unread again. Then let the writer mark a change as minor, so the old key stays, instead of showing the same scene to returning players.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 20 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 "Fast-forward races through lines the player has never read" (read_entry skip-read-text-runs-past-new-lines) 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