Fast travel that uses up food and stops on the road when the food runs out
Jumping between camps should not be free in a game about hunger. The cost has to follow the road that is actually taken, round in the right direction, and leave the player somewhere sensible when the bag runs dry halfway. Here is a rule that does that.
Why this works
Players trust a cost they can learn. Charging by the real road, rounding up so no trip is free, and stopping where the food ends shows them exactly what a journey costs, instead of a refusal that teaches nothing and invites guessing.
When not to use it
Do not use it when the road is dangerous enough that stopping halfway could trap or kill the player with no fair warning, or when the story is about a calm trip. Then refuse before the start, and say how much is missing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 21 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 "Fast travel that uses up food and stops on the road when the food runs out" (read_entry survival-fast-travel-eats-food-on-the-way) 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