How long should a warning last, judged by how fast players really react?
Picking a warning time from a number in a book ignores your own players. This entry shows how to turn logged reactions into a warning length, and how to treat the guessers and the people who never reacted at all.
Why this works
A warning is fair when most people can answer it in time, so its length should come from how fast real players react. Presses faster than a human could manage are habit, not reaction, and players who never reacted are real failures that must stay in.
When not to use it
Wrong when the attack should be a surprise, or when the player is meant to learn the pattern and act before any cue. There, teach the rhythm instead of lengthening the warning.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 24 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 "How long should a warning last, judged by how fast players really react?" (read_entry warning-time-from-measured-reaction-times) 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