Skip to content
Back to skills

Godot Mechanic Revival

ASecurity

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
developmentrustgoangularnodegitapidocumentation

Works with

  • api

Security analysis

A100/100

Pro scans all 18 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill godot-mechanic-revival --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Godot Mechanic Revival?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Godot Mechanic Revival
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-godot-mechanic-revival/badge)](https://www.skillsdirectory.com/skills/thedivergentai-godot-mechanic-revival)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: godot-mechanic-revival
description: "Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index."
---

## Overview
Mortality beyond Game Over: **progress-index checkpoints**, **soul graves**, **ghost/spirit collision layers**, **I-frame restitution**, **world-progress bitmasks**, and **death analytics** (Sekiro / Hades / Souls-like).

## Golden Path — Death → Fade → Restore → I-frame → World Persist

**MANDATORY script order** (read before improvising):

1. [revival_global_manager.gd](scripts/revival_global_manager.gd) — Autoload owns death → delay → respawn; resolve player via group `Player`.
2. [revival_death_timer.gd](scripts/revival_death_timer.gd) — 1–2s fade / death anim; never snap-respawn.
3. [revival_state_reset_guard.gd](scripts/revival_state_reset_guard.gd) — zero velocity / clear locks before teleport.
4. [revival_health_restitution.gd](scripts/revival_health_restitution.gd) — health restore + **I-frames**.
5. [revival_checkpoint_persistence.gd](scripts/revival_checkpoint_persistence.gd) — write world-progress bitmask to `user://`.
Optional layers: [revival_soul_grave.gd](scripts/revival_soul_grave.gd), [revival_ghost_mode.gd](scripts/revival_ghost_mode.gd), [revival_death_analytics.gd](scripts/revival_death_analytics.gd).

## NEVER Do (Expert Revival Rules)

### Lifecycle & State
- **NEVER respawn the player with existing velocity** — Always zero out `velocity` and `angular_velocity` in `revival_state_reset_guard.gd` or the player will fly into a wall upon respawning.
- **NEVER trust the nearest checkpoint by distance** — Always use a 'Progress Index' (`revival_checkpoint_validator.gd`). Players in non-linear games may wander back to the start area; don't downgrade their respawn point.
- **NEVER skip 'Invincibility Frames' (I-frames)** — Respawning inside a hazard or near an enemy without a 2s invincibility buffer leads to "Death Loops" and player frustration.

### Persistence & Data
- **NEVER save checkpoints solely in RAM** — If the game crashes, the player loses progress. Use `revival_checkpoint_persistence.gd` to write to `user://` immediately.
- **NEVER hardcode checkpoint coordinates** — Use `Marker3D` or `Area3D` nodes in the scene. Hardcoded coords break as soon as level geometry changes.
- **NEVER delete the player node on death** — `queue_free()`ing the player breaks UI refs and references from enemies. Disable processing, hide the mesh, and 'Revive' the existing instance instead.

### UX & Pacing
- **NEVER respawn instantly** — An instant snap is disorienting. Always use a 1-2s delay with a screen fade or death animation to allow the player to process the failure.
- **NEVER reset the entire world on player death** — In modern design, opened doors and collected unique items should stay persisted. Use a bitmask in the checkpoint resource to track 'World Progress'.

---

## Available Scripts

> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.

### [revival_global_manager.gd](scripts/revival_global_manager.gd)
Expert singleton for the global respawn loop. **Autoload boot**: register as `RevivalGlobalManager` before level scenes. Resolves the living body with `get_tree().get_first_node_in_group("Player")` — put the player in group `Player` (exact name). Owns `player_died` / `player_respawned`; levels and UI must not `queue_free()` the player.

### [revival_checkpoint_persistence.gd](scripts/revival_checkpoint_persistence.gd)
Resource-based system for saving last checkpoint and world state to disk.

### [revival_health_restitution.gd](scripts/revival_health_restitution.gd)
Professional I-frame and health replenishment logic for post-revive stability.

### [revival_soul_grave.gd](scripts/revival_soul_grave.gd)
Expert 'Soul Retrieval' mechanic for spawning graves at death coordinates.

### [revival_checkpoint_validator.gd](scripts/revival_checkpoint_validator.gd)
Progress-aware shrine/`Area3D` gate. Export `progress_index` + `checkpoint_id`; on enter, call `RevivalGlobalManager.set_active_checkpoint(...)` **only if** `progress_index >= RevivalGlobalManager.get_progress()`. Group the detector / player interact area so backtracking cannot downgrade the active shrine. Pair with [revival_checkpoint_persistence.gd](scripts/revival_checkpoint_persistence.gd) for durable writes.

### [revival_death_timer.gd](scripts/revival_death_timer.gd)
Professional respawn delay manager with UI and animation hooks.

### [revival_ghost_mode.gd](scripts/revival_ghost_mode.gd)
Expert 'Spirit World' transition logic involving collision layer swapping.

### [revival_state_reset_guard.gd](scripts/revival_state_reset_guard.gd)
Essential utility for purging velocity and state locks upon player respawn.

### [revival_checkpoint_visuals.gd](scripts/revival_checkpoint_visuals.gd)
Material-swapping logic for providing clear 'Active' feedback to players.

### [revival_auto_save_manager.gd](scripts/revival_auto_save_manager.gd)
Automatic save-trigger logic for ensuring checkpoint persistence.

### [revival_spectral_shader.gdshader](scripts/revival_spectral_shader.gdshader)
Translucent, glowing "ghost" effect for downed players.

### [revival_async_restorer.gd](scripts/revival_async_restorer.gd)
Smooth stat restoration logic using Tweens for organic recovery.

### [revival_death_analytics.gd](scripts/revival_death_analytics.gd)
Persistent logging of death telemetry (cause, location, time) for balancing.

---

## Expert Revival Patterns

### 1. Spectral Visual Feedback
Don't just hide the player. Use a **Spectral Shader** to communicate the "Downed" state.
- **Implementation**: Apply a `ShaderMaterial` with additive blending and a pulsing `ALPHA` to the player mesh.
- **Juice**: Combine with a grayscale `ColorRect` post-process effect to sell the "Spirit Realm" transition.

### 2. Death Analytics Ledger
Use **Death Analytics** to find "Difficulty Spikes".
- **Tracking**: Log `global_position` and `cause_of_death` to a JSON file.
- **Optimization**: Export these logs to a heatmap tool to identify areas where players are struggling.

## Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

### Official Documentation
- [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Checkpoint and world-progress persistence must survive crashes; pair Resource/`FileAccess` saves with an immediate write on shrine activation.
- [File paths in Godot](https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html) — Use `user://` for checkpoint and death-analytics files so saves work outside the project folder and across platforms.
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Model checkpoint payloads (`last_checkpoint_id`, position, triggered events) as `Resource` data with `ResourceSaver`/`ResourceLoader`, not ad-hoc globals.
- [Singletons (Autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — A revival/respawn manager Autoload owns the death → delay → restore loop so levels and UI never `queue_free()` the player.
- [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Emit `player_died` / `player_respawned` / `true_death` so HUD, graves, and analytics subscribe without coupling into the Character script.
- [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — Resolve the living player via the `Player` group for respawn teleports and soul-grave pickup without brittle node paths.
- [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — Ghost/spirit modes swap collision layers/masks; never rely on modulate alone to stop hazard overlaps.
- [CharacterBody3D](https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html) — Zero `velocity` (and clear angular impulse) on revive or residual momentum throws the body into walls.
- [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — Death→respawn delay and I-frame windows use `create_timer` / one-shot timers so fades and UI can finish before restore.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Smooth health restitution and I-frame opacity pulses; kill/recreate tweens if the player dies mid-restore.
- [FileAccess](https://docs.godotengine.org/en/stable/classes/class_fileaccess.html) — Append death telemetry JSON lines under `user://` for heatmaps and balancer input.
- [Spatial shader](https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html) — Spectral downed visuals use spatial `ALPHA`/`EMISSION` pulses instead of hiding the mesh.

### Related Skills

#### Prerequisites
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Death, revive-available, and true-death events need clear ownership so UI, graves, and analytics stay decoupled from the player node.
- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Checkpoint state and world-progress bitmasks belong in typed Resources with safe save/load, not mutable singletons alone.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Checkpoint activation should trigger a durable auto-save path (`user://`) so progress survives crashes mid-run.
- [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md) — Keep revival charges, I-frames, and grave droppers as components rather than baking mortality into a monolithic Character script.

#### Complements
- [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — Combat `died` / health-zero signals are the usual entry into revival charges, true death, and corpse-run drops.
- [godot-rpg-stats](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-rpg-stats/SKILL.md) — Post-revive health/mana restitution and invincibility flags should write through the same stats layer combat reads.
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Async restorers and I-frame modulate loops need interruptible Tween lifecycles, not stacked parallel flashes.
- [godot-shaders-basics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-shaders-basics/SKILL.md) — Spectral/ghost materials and spirit-realm post-process cues live in the shader skill once the revive state machine exists.
- [godot-economy-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-economy-system/SKILL.md) — Corpse-run currency loss and soul-grave recovery must reconcile with the wallet/ledger so pickups cannot duplicate funds.
- [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — Prefer disabling/hiding the existing player instance over reloading the whole level; graves and world progress must outlive the death transition.

#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Feed `revival_death_analytics` cause/position logs into Monte Carlo runs to prove difficulty spikes and I-frame TTK bands before shipping.
- [godot-genre-action-rpg](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-action-rpg/SKILL.md) — Souls-like shrine, ghost, and soul-retrieval loops assemble this skill with combat, stats, and save systems.
- [godot-genre-roguelike](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-roguelike/SKILL.md) — Run-ending deaths, meta penalties, and consequence trackers consume revival/true-death outcomes for permadeath or mercy variants.

#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

Files in this skill

  • SKILL.md12.6 KB
  • references/migration-notes.md3.6 KB
  • scripts/consequence_tracker.gd1.8 KB
  • scripts/corpse_run_dropper.gd2.2 KB
  • scripts/revival_async_restorer.gd1.6 KB
  • scripts/revival_auto_save_manager.gd1.3 KB
  • scripts/revival_checkpoint_persistence.gd1.7 KB
  • scripts/revival_checkpoint_validator.gd1.6 KB
  • scripts/revival_checkpoint_visuals.gd1.4 KB
  • scripts/revival_death_analytics.gd1.8 KB
  • scripts/revival_death_timer.gd1.4 KB
  • scripts/revival_ghost_mode.gd1.4 KB
  • scripts/revival_global_manager.gd1.8 KB
  • scripts/revival_health_restitution.gd1.7 KB
  • scripts/revival_manager.gd2.2 KB
  • scripts/revival_soul_grave.gd1.3 KB
  • scripts/revival_spectral_shader.gdshader1.6 KB
  • scripts/revival_state_reset_guard.gd1.3 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.