This is a really interesting challenge. Keeping procedural stories coherent sounds harder than generating them. How do you handle contradictions between clues.
Building a Procedural Murder-Mystery Game That Still Has to Make Sense
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@[Md Siddikur Rahaman] That’s exactly the problem I ran into. The trick is that I don’t generate the clues first and then try to make them fit a story. The system establishes the “truth” of the case first; victim, culprit, motive, timeline, decisive evidence, etc. and then generates the evidence and witness information from that truth.
Afterward, the case goes through validation to make sure the clues don’t accidentally contradict the underlying solution or create multiple equally valid suspects. The goal is for every procedural case to have one defensible answer, while still leaving enough red herrings to make the player actually investigate.
It’s definitely been one of the more interesting parts of building it.
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