Show fake items in the bag when the character is losing their mind
A frightened character may see things in their pockets that are not there. For that to feel eerie and not buggy, the false items must not jump about each frame, must keep the real order intact, and must go away without harming the real ones. This entry shows how.
Why this works
The real bag must always be the truth, and only what is drawn may lie, so a trick on the player's eyes never costs them anything real. Making the false things depend on a fixed starting value and a band of the mind's state keeps the picture steady instead of flickering.
When not to use it
Do not use fake items when the player relies on the bag to plan something dangerous, or when the game is already hard to read. Confusion then feels like a bug, not a story. Keep it to short, clearly signalled scenes.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 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 "Show fake items in the bag when the character is losing their mind" (read_entry hallucinated-items-in-the-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