Make reviving a teammate take time, speed up with help, and break when the helper is hit
Reviving should be a risk, not a button press. This entry shows how several helpers share the work without making it silly fast, what a hit on a helper costs, and why the progress must slowly fade when everyone walks away.
Why this works
A rescue that takes time creates a risk to weigh: is it worth going in now? Help speeds it up, but with fading returns, and a hit costs only part of the work, so the rescue stays tense without turning hopeless.
When not to use it
Skip it where rescue should be instant, as in a fast arcade game, or where players are usually alone with no helper. Use a self-revive with a cost, or a restart at a checkpoint, instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 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 "Make reviving a teammate take time, speed up with help, and break when the helper is hit" (read_entry revive-channel-interrupted-by-damage) 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