Tell the player why a kill did not count for a quest, without nagging
The player is sure they did everything right, but the counter did not move. Maybe the wrong weapon, maybe the wrong area. Silence feels like a bug, while a message on every kill is noise. Here is how to name the reason once, and only when it matters.
Why this works
A silent refusal feels like a bug, while a clear reason lets the player fix their play. But a message only helps when it fits the moment: right kind of event, one reason at a time, and not again straight away.
When not to use it
Do not explain when the condition is itself a secret to discover, such as a hidden challenge. Also skip it in a fast game where a message on screen would be read too late to matter.
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
- 24 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Tell the player why a kill did not count for a quest, without nagging" (read_entry tell-the-player-why-a-kill-did-not-count) 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