godot-mechanic-revival
9
总安装量
4
周安装量
#33152
全站排名
安装命令
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-mechanic-revival
Agent 安装分布
opencode
4
github-copilot
4
codex
4
kimi-cli
4
gemini-cli
4
amp
4
Skill 文档
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.
Core Systems
1. Revival Manager (revival_manager.gd)
The central state machine for death.
- Role: Intercepts death signals. Determines if a revival is possible.
- Key Concept:
RevivalCharges.- Sekiro Style: 1 charge, requires cooldown or kills to recharge.
- Arcade Style: 3 Lives, then Game Over.
2. Corpse Run Dropper (corpse_run_dropper.gd)
A spatial component for retrieving lost assets.
- Role: Spawns a physical object at the death location containing X% of the player’s resources (Gold, Souls, XP).
- Behavior: On Death -> Calculate Loss -> Spawn Grave -> Save Grave Data.
3. Consequence Tracker (consequence_tracker.gd)
A meta-game balancer.
- Role: Tracks how many times the player has died or revived.
- Application:
- Dynamic Difficulty: Lower enemy HP after 10 deaths.
- Narrative Penalty: “Dragonrot” (NPCs get sick) or World Tendency shifts.
Usage Example
# On Player Health Component
func take_damage(amount):
health -= amount
if health <= 0:
if RevivalManager.can_revive():
RevivalManager.request_revive_ui()
else:
GameManager.trigger_game_over()
Design Patterns for Balance
- The “Freebie”: Allow 1 mistake per checkpoint. Prevents frustration from cheap deaths.
- The “Cost”: Reviving shouldn’t be free. It consumes a resource (Charge), or costs meta-currency.
- NEVER Assume Scene Types:
PackedScene.instantiate()returns a genericNode. ALWAYS checkif instance.has_method("setup")before calling methods to prevent runtime crashes. - Don’t punish without feedback: A difficulty spike is frustrating if the player doesn’t know why it happened. Always pair consequence with UI/VFX.
- The “Walk of Shame”: Corpse runs add tension. The player fears losing progress, not just time.