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.