Spielerando

Dying sends the hero to a bed or shrine that was destroyed or is under siege

The player bound their return point to an inn, and later the inn burned down or the town was taken by enemies. Respawning there is a trap. Here is a short list of fallbacks and a way to explain to the player why a different place was chosen.

Why this works

A single choice breaks the first time the world changes under it. A ranked list of fallbacks, checked at the moment of need, always finds something that works now. And ending on a place that is always safe means the player never has nowhere to go.

When not to use it

Do not offer a choice of return points in games where death is meant to hurt, such as a hardcore or roguelike game. There a fixed start, or the loss of the run, is the whole idea. Keep the rule for friendly adventures.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 30 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 "Dying sends the hero to a bed or shrine that was destroyed or is under siege" (read_entry rpg-respawn-point-gone) 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