Experimental survival-game-like framework to build a level designer and storyteller AI on. Using Near Death as a loose guide, but multiplayer and more expandable.
[ ] DevProvider_Water fully refills water bottle in players inventory. Be sure to allow for partial refills, and for the provider to have an internal storage capacity.
[ ] If the player will gain the first level of water exhaustion, try to refill the player's water meter from the water bottle first.
[ ] The water bottle can contain up to 10 charges.
[ ] Each charge refills 40% of the player's water meter.
[ ] DevProvider_Food adds a consumable food item to the players inventory.
[ ] Each charge refills 40% of the player's water meter.