Spielerando

Let sprinting drain stamina, stop at zero exactly and resume only after some rest

A sprint bar that blocks at zero but allows sprinting again the next frame makes players stutter in and out of a run, and one that stops a frame late overspends. Here is the timing that stops exactly when the bar is empty and asks for a little rest before the next sprint.

Why this works

Speed needs a price, or everyone would run all the time. Letting a bar run dry and then making the player rest to a fair level, not just a sliver, stops the stop-and-go stutter and turns every dash into a choice about when to spend.

When not to use it

Do not use it in games about escape, racing or exploring large places, where running out of breath only annoys. Make speed free, and limit it by other means, such as slippery ground or noise that attracts enemies.

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
  • 37 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 "Let sprinting drain stamina, stop at zero exactly and resume only after some rest" (read_entry sprint-stamina-exhaustion-with-a-restart-threshold) 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