Food in the pack goes bad: eat what spoils soonest and say what was wasted
In a long night of survival horror the food in the bag has different dates, and the player should not have to sort it. Here is how a meal picks the right item, what a nearly-spoiled one gives, and how the player is told about what rotted unseen.
Why this works
Whatever will be lost first should be used first. Using the soonest-to-spoil item respects the player's goal of wasting nothing, and telling them what went bad keeps the loss visible and fair instead of a quiet surprise they find later.
When not to use it
Skip it when choosing what to eat is itself the interesting decision, such as a game about rationing for a special meal. Then automatic picking removes the choice; show the list and let the player decide.
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 "Food in the pack goes bad: eat what spoils soonest and say what was wasted" (read_entry narr-rations-spoil-eat-oldest) 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