After a party wipe, some players restart far behind and others far ahead
Checkpoints in a game for several people have a problem a solo game does not: who has to stand there for it to count? Here is a rule that does not let one fast player drag the group's restart point away, and how it is saved.
Why this works
A group needs one shared place to come back to, or it splits into people at different stages. Moving that place only when most players are there keeps it from being set by a fast runner or blocked by one idle player.
When not to use it
Do not use a shared checkpoint when players follow separate paths on purpose, such as a game where each person has their own story or race. Give each their own spot there. It also feels wrong in a solo game.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 16 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "After a party wipe, some players restart far behind and others far ahead" (read_entry party-respawn-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