Decide what a timed dialogue choice picks when the player hesitates
A hostage shouts a question and the player has a few seconds to answer while bullets fly. The timer runs while the pause menu is open, picks an answer the player never leaned toward, or ignores a button press that came a hair too late. Here is how your AI makes the outcome fair and predictable.
Why this works
A timer under pressure must measure the player's attention, not the clock on the wall. If the menu stops it, a late press never counts, and a leaning is honored, the outcome follows what the player meant and does not depend on luck.
When not to use it
Skip it when the choice is a big, lasting one, such as who lives: a timer there feels cruel and forces guesses. Let the player take their time, or offer a setting that turns the timer off.
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
- 43 lines of example code with 7 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Decide what a timed dialogue choice picks when the player hesitates" (read_entry timed-dialogue-choice-pause-and-highlight) 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