Spielerando

Hunger, thirst and tiredness pile up and the character suddenly crawls

Survival games track several needs at once. If each one is checked alone, the penalties jump around, stack without limit, or never warn the player in time. Here is how to combine them smoothly, and how long starving really takes.

Why this works

Players can only react to what they can see coming. Steps in three visible bands give a warning before each loss, while a cap on the total keeps a struggling character slow but still able to act and recover.

When not to use it

Skip it in fast action games or short sessions, where managing three meters is just chores. Use one simple health bar there, or keep survival needs for slow, planning-heavy games.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 30 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 "Hunger, thirst and tiredness pile up and the character suddenly crawls" (read_entry hunger-thirst-rest-penalties) 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