Keep enough of a vital supply to finish the journey the story requires
If the story needs fuel, medicine or rope for the road ahead and the player may spend them on anything, they will, and the tale ends in a place with nothing left. Here is how to work out how much must stay in reserve at every point of the journey.
Why this works
What the journey still needs is known ahead of time, so the game can hold it back from spending, or say it plainly. The count must include the way home and the part of the current stretch already done, or the number lies.
When not to use it
Skip it when going short is the fun, as in a game about hard choices where the player may ruin the trip and live with it. Or where supplies can be found along the way; then holding back stock only annoys.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 15 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 "Keep enough of a vital supply to finish the journey the story requires" (read_entry spent-supplies-strand-the-story) 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