Make skipping a cutscene leave the game in the same state as watching it
Players skip the long scene and then find the door still locked, the coins never added or the ally missing. Something that happened on screen never happened in the game. Here is how your AI compares watching and skipping at every possible moment and names exactly what goes missing.
Why this works
A scene tells the player something and also changes the game, and the two must not be confused. If the change only happens because an animation happened to run, skipping loses it. Comparing watching and skipping side by side shows exactly which changes depended on the picture.
When not to use it
Skip it when scenes cannot be skipped at all, or when they are so short that nobody wants to. Also not enough alone: if a change is made by something outside the scene, such as a trigger in the level, this comparison cannot see it.
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
- 34 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 "Make skipping a cutscene leave the game in the same state as watching it" (read_entry skipped-cutscene-loses-its-effects) 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