Game Development Community

Death (Repost from general section)

by Kelly \"Dervish\" Beck · in General Discussion · 11/03/2002 (4:56 pm) · 2 replies

Hello all,

I started this thread in the general area... I would like to get some input from the design folks. There were a few things that I was unsure whether they could even be implemented...

thanks

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#1
11/04/2002 (8:12 pm)
The general idea is a good one.

I would be careful about allowing players to create spawn points, because that could open up all sorts of abuse. Originally I was thinking the spawn points should be map objective you can capture. That way you could never get too cheesy and stick them right next to an enemy base or something.

Another possibility is to make the portal potion/spell take some time to activate, and you can destroy it while it is forming...basically you want to prevent someone running up to the enemy base and throwing down a portal and immediately a bunch of ghosts hop out...

My main question would be is better for players to simply choose respawn points or to run around as ghosts manually? Running around as ghosts could be annoying if the spawn points aren't too handy, even if you run fast...

It probably makes sense to either have the players wait where they are to be revived or to use some dialog box type thing to choose a spawn point. Probably don't want to force the players to run around a lot every time they die.

So basically you would turn into a ghost and from there can talk, ask to be revived, or warp to a spawn point that your team owns.
#2
11/05/2002 (8:10 am)
as I posted in the other thread, map view when killed, you have respawns every X number of seconds, during this waiting time the player chooses a spawn point to respawn at when the timer runs out, but during this time their body lies on the battlefield with a marker over it only friendly healers can see, if the healer resurrects the player, he simply gets up and is ready to go at the point he fell.

Owen