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- Healing/overhealing player by killing enemies that are close to you Doom Eternal style.
- Rewarding players with 1ups for being aggressive.
- Giving players one chance to survive the final death by killing an enemy within a short time window, last stand style.
During Early Access I will look into making at least a simple checkpoint system or one of those mechanics, but I won't promise anything yet.
Anyway I'm glad you're considering the problem and getting creative with workarounds, personally I like the last stand idea the best. My other first impressions of your game were all pretty good and I hope it turns out well.
Still doable. But right now? No. During EA hopefully I can find a good solution for this.
https://github.com/AlexMeesters/Component-Save-System
Well guess what old-school FPSs had? Quicksaves.
Though a checkpoint system would be a good idea.
For the past 30 years I've been save scumming FPS games. ALL of them starting with the original Doom. It's amazing to actually see an FPS use a life based system similar to an old ARCADE game. It's fresh, challenging, unique and forces the player to actually learn and improve *gasp*. You are developing a much more satisfying game leaving this system in place.
(Different ways to earn 1ups as you previously mentioned is the way to go.)
Also, if you do decide to implement a checkpoint system please only implement it on the easiest difficulties.
This. Don't succumb to carebear whining.
It adds to the intensity of the game, when you never feel 100% safe when you can´t save at any point.
If the levels are mega-long it can get tiring tho. But if you can find enough 1UPs it might work :>
That being said, there are other ways to deal with the underlying problem (the game is hard lol). Things like just buffing damage a little bit, or nerfing certain damage. It might be best to start small before introducing a large quick-save system or what-have-you, because maybe that is all you need!