Collect pieces of an item across a level and keep them correctly after a death
Five glowing shards are hidden in a level, and the player grabs three, builds the key, then falls into a pit. Does the key stay? Do the shards respawn, and can they be grabbed twice? This entry ties collecting and crafting to checkpoints so every death leaves a believable world.
Why this works
Players expect a death to rewind everything together, or nothing. Keeping one saved copy of the whole level and swapping it back means pieces, crafting and the world cannot drift apart. Remembering what was picked up apart from what is held stops spent pieces from growing back.
When not to use it
Do not rewind everything in a game where permanent progress is the thrill, such as a roguelike where a death keeps what you found. There, keep collected pieces for good and only reset the position.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 26 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 "Collect pieces of an item across a level and keep them correctly after a death" (read_entry item-pieces-follow-the-checkpoint) 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