Spielerando

Open the story door even when one enemy fell off the map or hides

The gate to the next story scene opens when the last enemy of the wave is dead, but one of them fell through the floor, one is stuck behind a crate, and the player wanders around for ten minutes. Here is how your AI tracks the wave so the hunt gets a hint first and the gate opens on its own later.

Why this works

A count breaks the first time something leaves the world another way. Knowing exactly who started and who is gone keeps the answer true. Giving the player a hint first, and opening the way only after a long wait, treats a bug as the designer's fault, not the player's.

When not to use it

Skip it when the fight is meant to be endless or the wave ends by a timer or a goal. Also leave it out when the last enemy is a boss the story must not skip; make that one impossible to lose instead of opening the door around 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
  • 19 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 "Open the story door even when one enemy fell off the map or hides" (read_entry wave-gate-never-opens-stuck-enemy) 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