Find story events the player can jump over with travel or sleep
A contact waits at the docks for a short part of the evening, but one boat ride moves the clock past that moment, and the player never meets them. Here is how your AI compares every time-skipping action with every time window in your story and tells you which windows are too short.
Why this works
Players do not live every minute, only the moments after each action. A short opening can therefore fall between two moments, and what matters is the longest single jump of the clock. Many small steps cannot skip a window, but one big step can.
When not to use it
Skip it when the event does not depend on the time of day, or when the game stops the clock for story moments anyway. Also unnecessary if the contact simply waits until the player arrives; then make the person patient instead of the window longer.
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 "Find story events the player can jump over with travel or sleep" (read_entry story-window-jumped-over-by-fast-travel) 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