Spielerando

How long are players stuck with a full bag, and does it cost them loot?

Checking the bag only when something is picked up makes it look emptier than it was. This entry shows how to measure the real time a bag is nearly full and how much loot was left lying around because of it, so you can set the size of the bag with a reason.

Why this works

A record written only when something happens over-counts busy moments and forgets the long quiet stretches in between. Weighting each fill level by how long it lasted gives the time a player truly spent with a cramped bag.

When not to use it

Skip it when the bag is not a real limit, for example when players can store things anywhere for free or the game has no loot to carry. Then spend the effort on what actually interrupts play.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 40 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 "How long are players stuck with a full bag, and does it cost them loot?" (read_entry rpg-inventory-full-time-weighted) 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