Make a heavy backpack slow you down instead of just blocking pickups
A hard weight limit feels like a wall; no limit makes the choice of what to carry meaningless. Tiers of slowdown let players decide to be greedy. This entry shows how to count weight without rounding trouble and where the hard stop belongs.
Why this works
A wall makes players stop thinking, while a cost makes them weigh a choice. Letting a heavy load slow movement in steps turns carrying into a decision, and a hard stop far above the comfortable load only prevents absurd piles.
When not to use it
Do not add weight where the fun is collecting, building or exploring freely, or in fast action games. Carrying chores there only annoy. Use a bag with a fixed number of slots, or let strength be a choice.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 24 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 "Make a heavy backpack slow you down instead of just blocking pickups" (read_entry weight-limit-with-slowdown-tiers) 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