#Lives

28 messages · Page 1 of 1 (latest)

pallid cipher
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I'm going to start by prefixing that this is not to overhaul the current checkpoint system, but more simply to add to it. More options, more variety.

Lives would work as a way that would add a maximum to the amount of times you can respawn at checkpoints throughout a level, whether this be by dying or respawning manually. If you run out of lives, you are sent back to the start of the level. Respawning at the start of a level would not dip into your live count. Lives would work in tandem with checkpoints, levels with 0 checkpoints would have 0 lives by default (this wouldn't be necessary to program, the live count just wouldn't decrease when dying when the level has 0 checkpoints.) When placing a checkpoint, your lives do not reset. Live count would be selected alongside checkpoint count in the save menu. Lives would be an optional mechanic, if you want your level to have infinite lives like how all levels are now, that would still be an option.

As for why I think this is a great idea: This is a great way to add a simple form of punishment to all levels (if you want it, of course.) Punishment is very important, especially in games with super high skill caps. Without punishment, stuff gets grindy. In a hard level with checkpoints, once you place said checkpoint, you're safe, as long as you don't exit the level, you will never lose that progress, all tension is lifted, and it can quickly start to get boring with no threat. In some extreme cases you can end up getting stuck on a 10-30 second stage for hours, not wanting to quit out, forfeiting your progress. Now with lives, when you place that checkpoint, the tension doesn't lift, and as you progress further into the level, your lives drain rapidly as you die repeatedly. Finally, with 3 lives remaining, 1 stage remains. Tension is high, your heart starts racing, you die once, you die again. 1 live left. Panic starts to set in, you give it your all on your last attempt, and stick the final grapple. It's exhilarating.

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I hit the character limit

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Continued:

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This is a bit of an extreme example, but with lives in the game, having experiences somewhat similar to that would be fairly common, making runs much more exhilarating to do, and much more satisfying to complete.

I genuinely think that this could add so much to the game, as well as possibly being used for an endless mode similar to Mario Maker where you have a set of lives to get through as many levels as possible.

agile badger
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Holy yap

pallid cipher
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Holy low attention span

agile badger
pallid cipher
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Indeed

agile badger
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Why not just checkpoint

pallid cipher
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Jesus Christ, did even read any of the post?

agile badger
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No

pallid cipher
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😋✌️

agile badger
pallid cipher
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I needed to make sure I got my point across.

calm ermine
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This would be really nice, as most challenge maps either have 0 checkpoints or like 20.

native notch
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my problem with this one is that it will add another thing many players may not understand but then suddenly run into

modest sail
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can someone help me with a teleporter in my level

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?

sharp sable
# native notch my problem with this one is that it will add another thing many players may not ...

Then as a lot of people have suggested before make a tag for a limit a player’s level of skill how you may ask just make an xp system we’re every very easy level beaten 0 xp every easy level beaten 1 xp every medium level beaten 5xp every hard level beaten 10xp every very hard level beaten 15xp and every impossible level beaten 25xp also every a challenge level beaten 50xp
First level would be 100xp to level 2
Second level would be 200xp to level 3
Third level would be 500xp to level 4
Fourth level would be 1000xp to level 5
Level five would be the maximum level for tags so people who are wanting to play those levels can play them after reaching the skill needed to give it a shot!

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After five you can still level for some kind reward every five levels so by level fifty that’s ten cosmetics

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Also if someone is only level 2 they can only put a level 2 and below limit and if someone is 5 and up the can put a level limit of five and below

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This reduces new players finding levels that are extremely hard that make them want to quit and adds an incentive to playing more levels

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Oh and you can’t farm the same level over again you can add it so when you beat the level the xp goes away but you can still play the level just won’t xp but xp restores in the levels you beat but if the level goes down a rank like a hard level goes down to medium that level now only holds 5xp

pallid cipher