Drowning damage lands at uneven moments and different amounts on different devices
A breath meter that runs down under water, then hurts once it is empty, sounds simple. Yet the damage comes in the wrong amounts when frames are long, and a quick dip should not leave the player at an empty bar. Here is a version that behaves the same everywhere.
Why this works
A warning only feels fair when the danger starts exactly when the air runs out, not before. Starting the damage clock at that moment, and letting a single breath end it, makes diving a risk the player chooses and can read.
When not to use it
Skip it where water is only scenery or the story needs a slow, cinematic swim. Drowning there just interrupts; let the character swim freely, or use a clear gate such as a missing item to block deep water.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 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 "Drowning damage lands at uneven moments and different amounts on different devices" (read_entry breath-meter-and-drowning-damage) 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