Implement multiple respawn points and refine player and door mechanics

  • Add multiple respawn areas across Singing Garden and Descent paths.
  • Improve player jump logic by clearing request flag immediately and refining animation transitions.
  • Enhance RespawnAreaDoor with timer cancellation to prevent overlapping auto-close events.
  • Increase physics contact constraint limit to 16192.
  • Rename health and mana elixirs to Pills and Earbuds in GDD.
  • Update world.blend asset.

I’ve been working on placing respawn points. I felt like the descent was taking way too long, so I timed some runs (skipping the mobs):

  • Singing Garden -> Worgan’s Place: 50s
  • Singing Garden -> Jeromi’s Workshop: 1m 50s
  • Jeromi’s Workshop -> Old Foundry: 33s
  • Old Foundry -> Spaceship Landing Site: 2m 20s
  • Spaceship Landing Site -> Cornelius’s Junkyard: 1m 31s
  • Cornelius’s Junkyard -> Descent -> Crystal Sanctuary: 4m 49s

The Descent definitely needs a couple of respawn points so the trek back isn’t a total slog. It’s not quite as bad as I feared, though.

Previous