godot-mechanic-revival
Use when implementing player death, resurrection, or "second chance" mechanics.
What this skill does
# 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 `velocity` and `angular_velocity` in `revival_state_reset_guard.gd` or 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.gd` to write to `user://` immediately. - **NEVER hardcode checkpoint coordinates** — Use `Marker3D` or `Area3D` nodes 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. ### UX & Pacing - **NEVER respawn instantly** — An instant snap is disorienting. Always use a 1-2s delay with a screen fade or death animation to allow the player to process the failure. - **NEVER reset the entire world on player death** — In modern design, opened doors and collected unique items should stay persisted. Use a bitmask in the checkpoint resource to track 'World Progress'. --- ## Available Scripts > **MANDATORY**: Read the appropriate script before implementing the corresponding pattern. ### [revival_global_manager.gd](scripts/revival_global_manager.gd) Expert singleton for managing the global respawn loop and death transitions. ### [revival_checkpoint_persistence.gd](scripts/revival_checkpoint_persistence.gd) Resource-based system for saving last checkpoint and world state to disk. ### [revival_health_restitution.gd](scripts/revival_health_restitution.gd) Professional I-frame and health replenishment logic for post-revive stability. ### [revival_soul_grave.gd](scripts/revival_soul_grave.gd) Expert 'Soul Retrieval' mechanic for spawning graves at death coordinates. ### [revival_checkpoint_validator.gd](scripts/revival_checkpoint_validator.gd) Progress-aware validator that prevents backtracking from overwriting newer checkpoints. ### [revival_death_timer.gd](scripts/revival_death_timer.gd) Professional respawn delay manager with UI and animation hooks. ### [revival_ghost_mode.gd](scripts/revival_ghost_mode.gd) Expert 'Spirit World' transition logic involving collision layer swapping. ### [revival_state_reset_guard.gd](scripts/revival_state_reset_guard.gd) Essential utility for purging velocity and state locks upon player respawn. ### [revival_checkpoint_visuals.gd](scripts/revival_checkpoint_visuals.gd) Material-swapping logic for providing clear 'Active' feedback to players. ### [revival_auto_save_manager.gd](scripts/revival_auto_save_manager.gd) Automatic save-trigger logic for ensuring checkpoint persistence. ### [revival_spectral_shader.gdshader](scripts/revival_spectral_shader.gdshader) Translucent, glowing "ghost" effect for downed players. ### [revival_async_restorer.gd](scripts/revival_async_restorer.gd) Smooth stat restoration logic using Tweens for organic recovery. ### [revival_death_analytics.gd](scripts/revival_death_analytics.gd) Persistent logging of death telemetry (cause, location, time) for balancing. --- ## Expert Revival Patterns ### 1. Spectral Visual Feedback Don't just hide the player. Use a **Spectral Shader** to communicate the "Downed" state. - **Implementation**: Apply a `ShaderMaterial` with additive blending and a pulsing `ALPHA` to the player mesh. - **Juice**: Combine with a grayscale `ColorRect` post-process effect to sell the "Spirit Realm" transition. ### 2. Death Analytics Ledger Use **Death Analytics** to find "Difficulty Spikes". - **Tracking**: Log `global_position` and `cause_of_death` to a JSON file. - **Optimization**: Export these logs to a heatmap tool to identify areas where players are struggling. ## Reference - Master Skill: [godot-master](../godot-master/SKILL.md)
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