Spielerando

How much time does a death cost, and where should I add a checkpoint?

A hard spot is not the same as an expensive spot. This entry shows how to measure what each death throws away, so you can see which save point is spaced badly and where one more would help most.

Why this works

Players do not mind dying as much as they mind redoing the same stretch. So the cost that counts is the time thrown away, added up per restart point, and the place with the most lost time needs relief first, not the one with the most deaths.

When not to use it

Wrong for games built on tension from losing progress, such as hardcore or roguelike modes, where the cost of a death is the point. There, tune how much a death takes away instead of adding saves.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 33 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "How much time does a death cost, and where should I add a checkpoint?" (read_entry checkpoint-replay-cost-per-death) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP