Play a flashback with its own inventory and come back to the real one
In a flashback the hero is younger and owns different things. The real bag must wait untouched, nothing from the memory should leak into the present by accident, and the few things that should carry over must do so on purpose. A save in the middle must not lose either bag.
Why this works
A memory is a visit, not a change to the present. Keeping the real bag untouched while the memory plays means nothing leaks by accident, and letting only chosen things come back makes every carried-over object a decision the story made.
When not to use it
Skip it when the past should truly change the present, such as a time-travel game where what you do back then is the point. There the two bags should merge or influence each other openly, not stay sealed apart.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 19 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 "Play a flashback with its own inventory and come back to the real one" (read_entry flashback-uses-its-own-bag) 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