godot-mechanic-revival
Revival & Resurrection Mechanics
Overview
This skill provides a robust framework for handling player mortality and return. It moves beyond simple "Game Over" screens to integrated risk/reward systems like those found in Sekiro, Hades, or Dark Souls.
NEVER Do (Expert Revival Rules)
Lifecycle & State
- NEVER respawn the player with existing velocity — Always zero out
velocityandangular_velocityinrevival_state_reset_guard.gdor the player will fly into a wall upon respawning. - NEVER trust the nearest checkpoint by distance — Always use a 'Progress Index' (
revival_checkpoint_validator.gd). Players in non-linear games may wander back to the start area; don't downgrade their respawn point. - NEVER skip 'Invincibility Frames' (I-frames) — Respawning inside a hazard or near an enemy without a 2s invincibility buffer leads to "Death Loops" and player frustration.
Persistence & Data
- NEVER save checkpoints solely in RAM — If the game crashes, the player loses progress. Use
revival_checkpoint_persistence.gdto write touser://immediately. - NEVER hardcode checkpoint coordinates — Use
Marker3DorArea3Dnodes in the scene. Hardcoded coords break as soon as level geometry changes. - NEVER delete the player node on death —
queue_free()ing the player breaks UI refs and references from enemies. Disable processing, hide the mesh, and 'Revive' the existing instance instead.
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