Stop a long cutscene from killing a player who is nearly starving
If hunger and thirst keep ticking while a story scene plays, a player who walked into it half-starved can die with no control, or wake up at the edge of death. Here is how to decide before the scene starts whether it is fair, and what to do if it is not.
Why this works
A film scene that takes control should not kill by neglect, so work out ahead of time where each need will stand at its end. If it would fall too low, the fix is chosen by you, not left to chance.
When not to use it
Skip it when the scene is short enough that no need could change, or when needs simply stand still during scenes. In a game where the player is meant to suffer, running them and letting a bad end follow can be the intent.
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
- 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 "Stop a long cutscene from killing a player who is nearly starving" (read_entry cutscene-must-not-starve-the-player) 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