Let story lines talk about the player's base even if they never built one
In a sandbox the player may live in a castle, a tent, a cave or nowhere in particular, and a line that says "your fortress" sounds absurd in a hole in the ground. Here is how to fill such lines from what exists, with a sensible fallback at the end.
Why this works
A line written for a world that varies must work in every version of that world. Giving each gap a list of things to try and a last wording that always fits means the player never sees a hole, and a name they typed is never read as an instruction.
When not to use it
Skip it for a line that matters so much that it deserves its own hand-written versions, such as the final speech of the story. And if the player's own words are shown, a fixed wording may serve better than a fill-in for the few cases.
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
- 17 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 "Let story lines talk about the player's base even if they never built one" (read_entry story-mentions-base-that-may-not-exist) 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