Here’s how I envision Nourishment would work in Minecraft.
- Add a new property of foods, called tastiness. The visual indicator for a food's tastiness would be a little dot in the bottom left corner that changes color. Green would indicate a very tasty food, while yellow, orange, and red dots would indicate less and less tasty food. Tastiness would decrease the more a particular food item is consumed. Foods would regain tastiness over time if not eaten.
- Add a new "hidden" mechanic called nourishment. The value of a player's nourishment would range from 0.5 to 2.0. Nutrition would be affected by the tastiness of the foods that you eat: eating foods with a high tastiness would increase your nourishment, and vice versa.
- Change the exhaustion mechanic so that it is affected by nourishment, denoted by a variable n. As an example: according to the chart, sprinting increases exhaustion level by 0.1; it should now increase by 0.1 ÷ n. Every action in the chart should be affected by n in this way.
To summarize: Tastiness would affect nourishment level, which would affect the rate of increase of exhaustion, which affects how fast saturation depletes, which affects hunger depletion, which affects your ability to sprint and regenerate health.
In Part 3, I explain more clearly why this system strikes a good balance between the two groups I described in Part 1.
Thank you very much for reading my idea!
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