Spielerando

Where would one more checkpoint save players the most replay?

A death near a checkpoint costs seconds and a death far from one costs minutes, and the average hides which stretches are the cruel ones. This entry shows how to measure the repeated distance per death and pick the best spot for the next checkpoint from real death positions.

Why this works

A death costs the stretch that must be walked again, and that stretch is known from where players really die. Testing each candidate spot against those deaths shows where one more save point removes the most repeated walking.

When not to use it

Skip it when the replay is not the problem, for example when players quit over the fight itself or the walk is short anyway. Then make the fight fairer. Also avoid saves inside fights, which players can exploit.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 37 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 "Where would one more checkpoint save players the most replay?" (read_entry rpg-checkpoint-placement-from-death-positions) 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