Spielerando

Put a new player on solid ground in a big enough landmass, not on a lone rock

A generated world sometimes puts the player in the sea, on a one-tile islet or on a beach cell with water next to it, and the game is lost before it starts. Here is how to look outward from the middle for the first good spot.

Why this works

A starting place is judged by what the player can do there in the first minutes. Checking the surroundings and the size of the whole landmass, not only the single cell, guarantees room to walk, gather and build, and searching outward from the centre keeps it near the middle.

When not to use it

Wrong when the story needs a harsh start, like a shipwreck on a tiny rock, or when players choose their own start. Then pick the place by hand or from a list, and make leaving it a part of the game.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 39 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 "Put a new player on solid ground in a big enough landmass, not on a lone rock" (read_entry survival-spawn-point-on-real-land) 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