Make what the player carries add to how much noise they make
In a game where something is listening, a pocket of coins should rattle when you run and be silent when you stand still. This entry turns the bag into a single loudness number that monsters can react to, with a sensible way for many small things to add up and a padded bag to help.
Why this works
Noise should come from what the player does and what they chose to carry, so a heavy load is a real trade for the sneaking player. Growing slower than the amount, it keeps a big pile from being absurd, and noise only counts while moving, so hiding works.
When not to use it
Do not add item noise to a game with no stealth, or where enemies find the player by sight alone. It only invents a cost nobody can feel. Use it where a watching ear can punish a careless load.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make what the player carries add to how much noise they make" (read_entry carried-items-make-noise) 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