IDEA: Respawn anchors / checkpoints
Posted: Tue Aug 11, 2020 12:52 pm
So I was playing a stage from Snake Bite the other day (one of the more difficult ones) and just when I was about to beat the level, an enemy killed me. And I thought, "Aw man, now I got to start the whole thing all over again?" Which got me thinking: why not add a Respawn Anchor or a Checkpoint block into R'n'D?
How it would function:
Just switch the Checkpoint block to activate it. Once activated, when you die, instead of going all the way back to the beginning, you spawn on the Checkpoint block, and you can walk off of it to resume your doings. When you switch the Checkpoint block, all of your progress in a level will be saved, like which items/gems you collected, which enemies you killed, which walls you blew up. Everything's position when you switch the Checkpoint block will remain the same when you respawn in it. Of course, this can be used to make some pretty bad and unfair traps, so I recommend putting this block in a level in which it will actually work. If there are multiple checkpoint blocks in a level, the one you most recently activated will be the one you respawn too. You can keep toggling between two Checkpoint blocks if you want... for some reason. In multiplayer, the first player will spawn first, then the second player, then the third player, then the fourth player. If the checkpoint block is destroyed after you activate it, it will not respawn you there anymore. Find a different one.
If you select a different stage after you activated the Checkpoint block in the stage you were originally playing, then as soon as you start that different stage, the Checkpoint block in the original stage will not be functional anymore. Be mindful.
I understand that even with my elaborate concepts, there are still odds and ends about this block that need to be worked around. However, if Holger even considers adding this block into the game, then I'm sure he will figure something out.
SlappyHappy2000
How it would function:
Just switch the Checkpoint block to activate it. Once activated, when you die, instead of going all the way back to the beginning, you spawn on the Checkpoint block, and you can walk off of it to resume your doings. When you switch the Checkpoint block, all of your progress in a level will be saved, like which items/gems you collected, which enemies you killed, which walls you blew up. Everything's position when you switch the Checkpoint block will remain the same when you respawn in it. Of course, this can be used to make some pretty bad and unfair traps, so I recommend putting this block in a level in which it will actually work. If there are multiple checkpoint blocks in a level, the one you most recently activated will be the one you respawn too. You can keep toggling between two Checkpoint blocks if you want... for some reason. In multiplayer, the first player will spawn first, then the second player, then the third player, then the fourth player. If the checkpoint block is destroyed after you activate it, it will not respawn you there anymore. Find a different one.
If you select a different stage after you activated the Checkpoint block in the stage you were originally playing, then as soon as you start that different stage, the Checkpoint block in the original stage will not be functional anymore. Be mindful.
I understand that even with my elaborate concepts, there are still odds and ends about this block that need to be worked around. However, if Holger even considers adding this block into the game, then I'm sure he will figure something out.
SlappyHappy2000