Place more supplies when the player is short and fewer when they are stocked
A survival horror game feels fair when the bullets turn up just as you run dry, and cheap when they turn up while your pockets are full. This entry sets the amount of a find from what the player already carries, always gives something to someone with nothing, and stays repeatable.
Why this works
Scarcity feels fair when help arrives as you run low, and generous when it does not. Tying the find to the shortage keeps tension up without leaving anyone stranded. Deciding the amount once per pickup stops players re-entering a room to improve the outcome.
When not to use it
Skip it in games that should feel merciless or in competitive modes, where equal chances matter more than comfort. Also avoid it when players can see the pattern and start to starve on purpose. Use fixed, fair placement there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 14 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Place more supplies when the player is short and fewer when they are stocked" (read_entry supplies-that-follow-what-the-player-holds) 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