Spielerando

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