| name | godot-mechanic-revival |
| description | Use when implementing player death, resurrection, or "second chance" mechanics. |
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.
Expert singleton for managing the global respawn loop and death transitions.
Resource-based system for saving last checkpoint and world state to disk.
Professional I-frame and health replenishment logic for post-revive stability.
Expert 'Soul Retrieval' mechanic for spawning graves at death coordinates.
Progress-aware validator that prevents backtracking from overwriting newer checkpoints.
Professional respawn delay manager with UI and animation hooks.
Expert 'Spirit World' transition logic involving collision layer swapping.
Essential utility for purging velocity and state locks upon player respawn.
Material-swapping logic for providing clear 'Active' feedback to players.
Automatic save-trigger logic for ensuring checkpoint persistence.
Reference