Spielerando

Warn the player before a one-way door shuts away missed collectibles

A level has a drop the player cannot climb back up, and three collectibles remain behind it. They find out only at the end, with a number that can no longer be completed. Here is how to tell, before the door, exactly what would be lost.

Why this works

Whether something can still be reached depends on which way you can walk, and some paths only go one way. Comparing what is reachable before and after the crossing, for only what is still missing, tells the player exactly what they are about to give up.

When not to use it

Skip the warning when the player can always come back, or when the world is so linear that nothing is ever left behind. A warning that appears at every door is noise, and the player will stop reading it.

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
  • 35 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 "Warn the player before a one-way door shuts away missed collectibles" (read_entry warn-before-door-that-locks-collectibles-behind) 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