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Figured id ask about this before implementing
so. in my most recent project idea, I'm thinking of implementing something were the player has to find wild edibles in each level
because its a stealth game about a mother crossing a war torn country with her children to get a better life for them
you have a forage skill that has a chance of finding something, but recharges based on steps. there's also wild edibles scattered through out the level
if you find 0-3 edible plants the main character doesn't eat that day, and max MP goes down by 2.
4-6 and it goes down by 1 because most of it went to her children
7-8 and she eats decently, and MP isn't affected
9 or more and it increases by 1 (if it's below 10)
Mp is used for various skills that can make your life easier
would this be too annoying to deal with? I'd like to encourage exploration a little bit, but it might frustrate players trying to avoid enemies and find stuff like wild onions, dandelions, berries, violets, sorrel, ect
so. in my most recent project idea, I'm thinking of implementing something were the player has to find wild edibles in each level
because its a stealth game about a mother crossing a war torn country with her children to get a better life for them
you have a forage skill that has a chance of finding something, but recharges based on steps. there's also wild edibles scattered through out the level
if you find 0-3 edible plants the main character doesn't eat that day, and max MP goes down by 2.
4-6 and it goes down by 1 because most of it went to her children
7-8 and she eats decently, and MP isn't affected
9 or more and it increases by 1 (if it's below 10)
Mp is used for various skills that can make your life easier
would this be too annoying to deal with? I'd like to encourage exploration a little bit, but it might frustrate players trying to avoid enemies and find stuff like wild onions, dandelions, berries, violets, sorrel, ect

